Mass Customisation - what are we designing?
Exploring the nature of design for co-design in the MC literature and calling for the use of design research methods to gain insight and information into customer co-design experiences
The document discusses user-centered design (UCD) and user experience (UX). It defines UCD as an approach that grounds the design process in information about the intended users. UCD focuses on users throughout planning, design, and development. The document also discusses how UX relates to usability and emphasizes the importance of testing designs with users.
Second day of the week two of lectures at Aalto University School of Economics’ ITP summer programme’s Strategy and Experience. https://itp.hse.fi/
Contents: Interaction design, designing for flow, prototyping
This document discusses Recycle Bank programs in Thailand and internationally, how mobile technologies can enable Recycle Bank usage through GPS and applications, and trends in wireless technologies like increasing WiMAX subscribers and the growth of eco-labels.
This document discusses the events surrounding a competition involving 7 teams. It mentions that the teams underwent boot camp training and then gave their final presentations on May 21st. After presenting, the teams relaxed as committees evaluated them. One team was named first runner-up and received an excellent rating. The document then notes various post-competition activities the teams engaged in, such as a temple tour and dinner, and expresses gratitude to the organizers and participants.
The document discusses how the world is changing due to technology and globalization. It summarizes 10 forces that have flattened the world, including the information revolution, outsourcing, digital devices, and cloud computing. The document then outlines Microsoft's strategy to be the leading innovator in software across desktops, enterprise solutions, online services, and devices. Microsoft's research and development budget is over $9.5 billion focused on areas like communications, servers, PCs, and entertainment. The presentation concludes by discussing Microsoft's mission to enable people and businesses to realize their full potential through innovations in education and transforming how people use technology.
- The document discusses Microsoft's licensing for virtual desktop infrastructure (VDI) environments. It addresses licensing for the Windows desktop operating system in VDI using either Windows Client Software Assurance (SA) or Windows Virtual Desktop Access (VDA).
- Windows VDA is a device-based subscription that allows non-SA devices like thin clients to access virtual desktops. It costs $100/year/device and is available through Microsoft Volume Licensing programs.
- The document provides answers to frequently asked questions about Windows VDA and VDI licensing, including how to calculate VDA licenses needed, licensing applications in VDI, and using Windows Server as the VDI desktop OS instead of Windows VDA.
El documento resume una charla sobre la gestión del conocimiento. Se discutieron los factores productivos como el suelo, capital y mano de obra en empresas antiguas. También se mencionaron personajes como Frederick Taylor y Peter Drucker que influyeron en este proceso. La charla concluyó que la gestión del conocimiento se dedica a recopilar y difundir información para mejorar el conocimiento.
The document discusses user-centered design (UCD) and user experience (UX). It defines UCD as an approach that grounds the design process in information about the intended users. UCD focuses on users throughout planning, design, and development. The document also discusses how UX relates to usability and emphasizes the importance of testing designs with users.
Second day of the week two of lectures at Aalto University School of Economics’ ITP summer programme’s Strategy and Experience. https://itp.hse.fi/
Contents: Interaction design, designing for flow, prototyping
This document discusses Recycle Bank programs in Thailand and internationally, how mobile technologies can enable Recycle Bank usage through GPS and applications, and trends in wireless technologies like increasing WiMAX subscribers and the growth of eco-labels.
This document discusses the events surrounding a competition involving 7 teams. It mentions that the teams underwent boot camp training and then gave their final presentations on May 21st. After presenting, the teams relaxed as committees evaluated them. One team was named first runner-up and received an excellent rating. The document then notes various post-competition activities the teams engaged in, such as a temple tour and dinner, and expresses gratitude to the organizers and participants.
The document discusses how the world is changing due to technology and globalization. It summarizes 10 forces that have flattened the world, including the information revolution, outsourcing, digital devices, and cloud computing. The document then outlines Microsoft's strategy to be the leading innovator in software across desktops, enterprise solutions, online services, and devices. Microsoft's research and development budget is over $9.5 billion focused on areas like communications, servers, PCs, and entertainment. The presentation concludes by discussing Microsoft's mission to enable people and businesses to realize their full potential through innovations in education and transforming how people use technology.
- The document discusses Microsoft's licensing for virtual desktop infrastructure (VDI) environments. It addresses licensing for the Windows desktop operating system in VDI using either Windows Client Software Assurance (SA) or Windows Virtual Desktop Access (VDA).
- Windows VDA is a device-based subscription that allows non-SA devices like thin clients to access virtual desktops. It costs $100/year/device and is available through Microsoft Volume Licensing programs.
- The document provides answers to frequently asked questions about Windows VDA and VDI licensing, including how to calculate VDA licenses needed, licensing applications in VDI, and using Windows Server as the VDI desktop OS instead of Windows VDA.
El documento resume una charla sobre la gestión del conocimiento. Se discutieron los factores productivos como el suelo, capital y mano de obra en empresas antiguas. También se mencionaron personajes como Frederick Taylor y Peter Drucker que influyeron en este proceso. La charla concluyó que la gestión del conocimiento se dedica a recopilar y difundir información para mejorar el conocimiento.
This document provides an overview of Microsoft .NET technology, including the Common Language Runtime (CLR) environment, supported programming languages like C# and Visual Basic .NET, and comparisons between .NET and Java. It discusses features of the .NET Framework like language independence and unified programming models. It also introduces C# as the flagship .NET language and compares it to C++ and Java. Finally, it demonstrates Visual Studio solutions and projects and shows compiling a .NET application without Windows.
The document outlines an agenda for an event at Mahidol University including presentations on Imagine Cup 2009, Install Fest, and Silverlight 2.0. It also includes statistics on audience demographics and evaluations criteria for presentations including validity, comprehensiveness, clarity, interactivity, motivation, time allocation, flow, images, video, sound, and graphics.
The document describes the features and capabilities of a unified communications platform including HD video conferencing, presence, instant messaging, voice calling, and collaboration tools. It can be accessed across devices through a single client and allows communication with Skype users. The platform aims to improve productivity, enable new ways of collaborating, and reduce costs through simplification and consolidation.
La intranet es una red privada dentro de una organización que permite compartir información de manera segura entre sus miembros. Se compone de una página de catálogo, un gestor de contenidos, una extranet para usuarios externos y una intranet de proveedores. Su construcción requiere el protocolo TCP/IP, un servidor web, definir el tipo de información a almacenar y cómo almacenarla en la web interna.
This document provides an overview of 7 key features of Windows 7:
1) Live Thumbnail Previews, Snap, Peek & Shake allow for multitasking and viewing multiple windows simultaneously.
2) XP Mode allows running applications designed for Windows XP.
3) Instant Search provides quick searches of files and settings.
4) Gadgets offer mini-applications on the desktop or Start Menu.
5) Improved network connection and WiFi management make connecting to networks easier.
La intranet es una red privada dentro de una organización que permite compartir información de manera segura entre sus miembros. Se compone de una página de catálogo, un gestor de contenidos, una extranet para usuarios externos y una intranet de proveedores. Su construcción requiere el protocolo TCP/IP, un servidor web, definir el tipo de información a almacenar y cómo almacenarla en la web interna.
El documento resume una charla sobre la gestión del conocimiento. Se discutieron los factores productivos como el suelo, capital y mano de obra en empresas antiguas. También se mencionaron personajes como Frederick Taylor y Peter Drucker que influyeron en este proceso. La charla concluyó que la gestión del conocimiento se dedica a recopilar y difundir información para mejorar los procesos productivos.
This document provides information about the Imagine Cup 2011 Proposal Workshop and competition timeline. It outlines the categories, prizes, and timeline for submitting proposals and competing locally and internationally. Key dates include a December 12th proposal submission deadline, announcing top 10 teams on December 20th, and local finals on February 11th, with the winner traveling to compete in the World Imagine Cup in New York City in July 2011. The workshop provides guidance on writing effective proposals, including outlining problems, solutions, technologies, and prototypes.
Plants in riparian wetlands have developed various adaptations to survive periods of high and low water flow, including morphological, physiological, and whole plant strategies. Morphological adaptations include aerenchymous tissue systems and adventitious organs. Physiological adaptations help diffuse oxygen to roots and allow anaerobic respiration. Whole plant strategies include delayed seed germination and growth dormancy. Vegetation plays an important role in riparian ecosystems by regulating runoff, moderating soil conditions, altering nutrient cycles and temperatures, affecting geomorphology, and providing habitat. Both natural influences like fires and human influences such as development can impact vegetation viability and recovery.
Digital Wellbeing Technology through a Social Semiotic Multimodal Lens: A Cas...Omar Sosa-Tzec
Presentation at the SSA 2022: The 46th Annual Conference of the Semiotic Society of America.
Abstract:
The detrimental effects caused by uncontrolled technology usage and screen time have motivated designers in academia and industry to explore solutions that promote digital well-being. This paper draws on the social semiotic approach to multimodality to examine the semiotic resources applied in designing and presenting one case study concerning such solutions—Little Signals, six artifacts commissioned by Google. An analysis was performed on the project’s website’s content, paying careful attention to an introductory video and artifact gallery. Proximity, distance, focus, and analogy appear as distinctive video storytelling choices. These convey unobtrusiveness, invisibility, ephemerality, intimacy, control, and familiarity. The resources of size, shape, material, color, and motion applied to define the artifacts’ appearance, behavior, and data presentation also help reinforce it. Besides examining the relationship between these meaning potentials, resources, and digital well-being artifacts, this paper also discusses the apparent attempt to give smart-home devices a benign character.
The document discusses design thinking as an approach to innovation that involves understanding user needs through empathy, visualizing insights through prototyping, and collaborating across disciplines. It outlines key principles of design thinking, such as embracing ambiguity, asking the right questions over providing answers, learning through building ideas, and creating change by bringing ideas to life. The document argues that design thinking can help organizations prepare for innovation by creating commitment through collaboration and finding deep insights through diverse perspectives.
Conceptualizing the Maker: Empowering Personal Identity through Creative Appr...Binaebi Akah
This research thesis attempts to define an existing subset of end users as makers.
These makers bridge the gaps between technological gadgets, creative appropriation, and identity through their bricolage of hacking, crafting, online tutorials, and the materials and knowledge ready at hand. Further, in studying makers this thesis refers to the exploding online and offline culture of Steampunk as a case study.
What can the field of Human-computer Interaction learn from the Steampunk makers? What will you, as an interaction designer, do to empower and facilitate such personally identifiable creative acts?
What will you do to make appropriation possible?
This document discusses ethics for designers. It begins with introductions and credentials of the author, Leni Lekkou. It then discusses the responsibility of designers and explores concepts like surveillance, privacy, and the role of designers in shaping the future. It outlines both good practices like inclusive design as well as bad practices like dark patterns. It emphasizes that ethics should be a design tool and businesses should value fairness, respect, and human experience. The document provides principles for ethical design around respect, responsibility, and honesty. It suggests tools for designers to consider ethics like scorecards, blueprints, and assessments. It emphasizes doing no harm and that designers are gatekeepers responsible for the impacts of their work.
This document provides information about a training project called "DE-SME - Intelligent Furniture - Training for Design, Environment and New Materials in SMEs". It lists the contact information for several individuals involved from the Kuopio Academy of Design in Finland. It then outlines several topics to be covered in the training, including an introduction to user centered design and examples using a case study of a company called "Suupirssi".
Lean UX sits at the intersection of Agile, Lean Startup & User Experience. We explode some of the myths and demonstrate how to apply Lean UX principles to the way your products are designed and built.
Adaptive Products: Designing for evolution through useSimon King
The document discusses the concept of adaptive products, which are designed to evolve through use over time in response to changing needs and situations. It argues that traditional user-centered design is not enough to ensure long-term usefulness. Adaptive products allow for flexibility and customization by users through visible seams between modular layers that change at different rates. Designers can encourage adaptation by empowering users to edit product scripts and sharing adaptations through user communities.
Designing for physical versus digital productscxpartners
My slides from Interaction 12 in Dublin, Ireland. User experience is important but it's not everything: Designing for physical versus digital products.
This document provides an overview of Microsoft .NET technology, including the Common Language Runtime (CLR) environment, supported programming languages like C# and Visual Basic .NET, and comparisons between .NET and Java. It discusses features of the .NET Framework like language independence and unified programming models. It also introduces C# as the flagship .NET language and compares it to C++ and Java. Finally, it demonstrates Visual Studio solutions and projects and shows compiling a .NET application without Windows.
The document outlines an agenda for an event at Mahidol University including presentations on Imagine Cup 2009, Install Fest, and Silverlight 2.0. It also includes statistics on audience demographics and evaluations criteria for presentations including validity, comprehensiveness, clarity, interactivity, motivation, time allocation, flow, images, video, sound, and graphics.
The document describes the features and capabilities of a unified communications platform including HD video conferencing, presence, instant messaging, voice calling, and collaboration tools. It can be accessed across devices through a single client and allows communication with Skype users. The platform aims to improve productivity, enable new ways of collaborating, and reduce costs through simplification and consolidation.
La intranet es una red privada dentro de una organización que permite compartir información de manera segura entre sus miembros. Se compone de una página de catálogo, un gestor de contenidos, una extranet para usuarios externos y una intranet de proveedores. Su construcción requiere el protocolo TCP/IP, un servidor web, definir el tipo de información a almacenar y cómo almacenarla en la web interna.
This document provides an overview of 7 key features of Windows 7:
1) Live Thumbnail Previews, Snap, Peek & Shake allow for multitasking and viewing multiple windows simultaneously.
2) XP Mode allows running applications designed for Windows XP.
3) Instant Search provides quick searches of files and settings.
4) Gadgets offer mini-applications on the desktop or Start Menu.
5) Improved network connection and WiFi management make connecting to networks easier.
La intranet es una red privada dentro de una organización que permite compartir información de manera segura entre sus miembros. Se compone de una página de catálogo, un gestor de contenidos, una extranet para usuarios externos y una intranet de proveedores. Su construcción requiere el protocolo TCP/IP, un servidor web, definir el tipo de información a almacenar y cómo almacenarla en la web interna.
El documento resume una charla sobre la gestión del conocimiento. Se discutieron los factores productivos como el suelo, capital y mano de obra en empresas antiguas. También se mencionaron personajes como Frederick Taylor y Peter Drucker que influyeron en este proceso. La charla concluyó que la gestión del conocimiento se dedica a recopilar y difundir información para mejorar los procesos productivos.
This document provides information about the Imagine Cup 2011 Proposal Workshop and competition timeline. It outlines the categories, prizes, and timeline for submitting proposals and competing locally and internationally. Key dates include a December 12th proposal submission deadline, announcing top 10 teams on December 20th, and local finals on February 11th, with the winner traveling to compete in the World Imagine Cup in New York City in July 2011. The workshop provides guidance on writing effective proposals, including outlining problems, solutions, technologies, and prototypes.
Plants in riparian wetlands have developed various adaptations to survive periods of high and low water flow, including morphological, physiological, and whole plant strategies. Morphological adaptations include aerenchymous tissue systems and adventitious organs. Physiological adaptations help diffuse oxygen to roots and allow anaerobic respiration. Whole plant strategies include delayed seed germination and growth dormancy. Vegetation plays an important role in riparian ecosystems by regulating runoff, moderating soil conditions, altering nutrient cycles and temperatures, affecting geomorphology, and providing habitat. Both natural influences like fires and human influences such as development can impact vegetation viability and recovery.
Digital Wellbeing Technology through a Social Semiotic Multimodal Lens: A Cas...Omar Sosa-Tzec
Presentation at the SSA 2022: The 46th Annual Conference of the Semiotic Society of America.
Abstract:
The detrimental effects caused by uncontrolled technology usage and screen time have motivated designers in academia and industry to explore solutions that promote digital well-being. This paper draws on the social semiotic approach to multimodality to examine the semiotic resources applied in designing and presenting one case study concerning such solutions—Little Signals, six artifacts commissioned by Google. An analysis was performed on the project’s website’s content, paying careful attention to an introductory video and artifact gallery. Proximity, distance, focus, and analogy appear as distinctive video storytelling choices. These convey unobtrusiveness, invisibility, ephemerality, intimacy, control, and familiarity. The resources of size, shape, material, color, and motion applied to define the artifacts’ appearance, behavior, and data presentation also help reinforce it. Besides examining the relationship between these meaning potentials, resources, and digital well-being artifacts, this paper also discusses the apparent attempt to give smart-home devices a benign character.
The document discusses design thinking as an approach to innovation that involves understanding user needs through empathy, visualizing insights through prototyping, and collaborating across disciplines. It outlines key principles of design thinking, such as embracing ambiguity, asking the right questions over providing answers, learning through building ideas, and creating change by bringing ideas to life. The document argues that design thinking can help organizations prepare for innovation by creating commitment through collaboration and finding deep insights through diverse perspectives.
Conceptualizing the Maker: Empowering Personal Identity through Creative Appr...Binaebi Akah
This research thesis attempts to define an existing subset of end users as makers.
These makers bridge the gaps between technological gadgets, creative appropriation, and identity through their bricolage of hacking, crafting, online tutorials, and the materials and knowledge ready at hand. Further, in studying makers this thesis refers to the exploding online and offline culture of Steampunk as a case study.
What can the field of Human-computer Interaction learn from the Steampunk makers? What will you, as an interaction designer, do to empower and facilitate such personally identifiable creative acts?
What will you do to make appropriation possible?
This document discusses ethics for designers. It begins with introductions and credentials of the author, Leni Lekkou. It then discusses the responsibility of designers and explores concepts like surveillance, privacy, and the role of designers in shaping the future. It outlines both good practices like inclusive design as well as bad practices like dark patterns. It emphasizes that ethics should be a design tool and businesses should value fairness, respect, and human experience. The document provides principles for ethical design around respect, responsibility, and honesty. It suggests tools for designers to consider ethics like scorecards, blueprints, and assessments. It emphasizes doing no harm and that designers are gatekeepers responsible for the impacts of their work.
This document provides information about a training project called "DE-SME - Intelligent Furniture - Training for Design, Environment and New Materials in SMEs". It lists the contact information for several individuals involved from the Kuopio Academy of Design in Finland. It then outlines several topics to be covered in the training, including an introduction to user centered design and examples using a case study of a company called "Suupirssi".
Lean UX sits at the intersection of Agile, Lean Startup & User Experience. We explode some of the myths and demonstrate how to apply Lean UX principles to the way your products are designed and built.
Adaptive Products: Designing for evolution through useSimon King
The document discusses the concept of adaptive products, which are designed to evolve through use over time in response to changing needs and situations. It argues that traditional user-centered design is not enough to ensure long-term usefulness. Adaptive products allow for flexibility and customization by users through visible seams between modular layers that change at different rates. Designers can encourage adaptation by empowering users to edit product scripts and sharing adaptations through user communities.
Designing for physical versus digital productscxpartners
My slides from Interaction 12 in Dublin, Ireland. User experience is important but it's not everything: Designing for physical versus digital products.
121203CREATION & CO: USER PARTICIPATION IN DESIGNYuichi Hirose
The document discusses changes in the roles of designers, users, and clients in the design process. Traditionally, these roles were separated but they are now blending together through practices like co-creation and co-design. Users are becoming more involved in the design process by providing input, feedback, and even generating their own solutions. Designers are taking on more collaborative roles as facilitators. The relationships between all parties are opening up through methods like context mapping, where users share their experiences to inform the design process. While many industries recognize the need for changed roles, implementing user participation remains a challenge, particularly for larger companies.
The objective of this course is to introduce students to the basics of product design, including issues relating to product form and function, aesthetics, and consumer experience. Students will learn how to integrate creative ideas into appealing product designs for consumers. Current issues and cutting-edge topics in product design will be discussed, with special emphasis placed on examining designs within an Asian cultural context.
The document provides an overview of design thinking and media models used in team-based design processes. It discusses key concepts like resolution, abstraction, media cascades, and cognitive strategies. It describes how different media like sketches, prototypes, and CAD models encourage different types of thinking and completion. The document also outlines experiments to test hypotheses about how design-school training and multidisciplinary teams impact innovation. Specifically, it operationalizes variables like "unusualness" and "usefulness" and designs survey questions to collect data on team processes and solutions.
How Design Theories Evolved from User-Centered Design to Design Thinking.pdfWorxwideConsulting1
From textiles to architectural drawings to digital devices, every product is created with a function—and a user— in mind. Around mid-twentieth century, designers began considering “human factors” (also called ergonomics) to products, services, and interfaces to address human users’ needs. It has led to the evolution of designing theories and shift in designer’s point of attention.
Let’s see how?!
Designing Better Experiences - UX London 2013Cyber-Duck
Slides from the workshop @danny_bluestone and @duckymatt from Cyber-Duck Ltd gave at UX London 2013. The workshop focused on how by putting the user at the centre of design decisions you can deliver a better experience. With a mixture of theory and hands-on activities the workshop covered user research, activity mapping, card sorting and participative sketching techniques.
One hour talk for Junior College students about design, creativity and innovation. Going beyond buzzwords and eye-candy, the aim of this talk is to motivate and inspire young people to understand and become aware of design. Delivered: 04/07/2013
Context mapping by Froukje S. Visser, Pieter Jan Stappers, Remko Van Der LugtFran Maciel
This document discusses contextmapping, a technique for mapping the contexts of people's interactions with products. It provides insights from conducting several contextmapping studies over many years.
The key phases of contextmapping include preparation, sensitizing participants, group sessions using generative techniques, analysis of results, and communicating findings to the design team. Generative techniques allow participants to access and express tacit knowledge and latent needs through creative activities. The goal is to provide rich contextual information to inspire human-centered design.
The document outlines best practices for each phase based on experiences. It emphasizes clear goal setting, in-depth participant sensitization, and interactive communication methods to enhance empathy and understanding for users. Contextmapping aims to reveal a
Top Trends In Product Design: Outcomes, Understanding Customers, and Building...Jeremy Johnson
While some organizations are still grappling with moving to Agile or hiring their first UX Designer, others are moving fast to embrace methods that have been proven to generate success. Are you still creating product roadmaps? Are you investing in understanding your customers? Are your technology platforms built for experimentation? Come hear how organizations are achieving success, and how you can help your organization move in the right direction.
This presentation was originally given at the Big Design Conference in Dallas, TX on 9/19/2015
International Upcycling Research Network advisory board meeting 4Kyungeun Sung
Slides used for the International Upcycling Research Network advisory board 4 (last one). The project is based at De Montfort University in Leicester, UK, and funded by the Arts and Humanities Research Council.
1. Mass Customisation:
what are we designing?
Kate Herd Twitter: @kateherdkruger
Kate Herd, Andy Bardill & Mehmet Karamanoglu
2. “Once upon a time there were producers and consumers.
Their roles were static and well defined” (Howe 2009, p71)
SOURCE: http://www.configurator-database.com/
3. As with many emerging paradigms, much of the research in the mass
customization literature has focused upon aspects of how it’s done, as
opposed to what are we trying to achieve (Brabazon 2005)
IMAGE SOURCE: Karger, M., Richter, A., Sadek, T. & Strotmann, W. (2010). Flexibility of industrial product service systems - an assessment based on
concept modelling. Arbeitsberichte des Lehrstuhls für Produktionswirtschaft.
4. Not just an MC product…but
an MC product
offering
This encapsulates not just
the resultant product, but the
blend of tangible and
intangible elements that
describe the entirety of the
co-design experience
SOURCE: FREITAG purchase
5. a co-design experience
Consists not only of the activities that relate to the
co-design of the product via the product
configurator, but a co-design experience comprises
both tangible and intangible elements,
encompassing the entire purchasing experience
from the beginning of co-design activity through
to the receipt of the customised product and
beyond
(Herd, Bardill & Karamanoglu 2009)
6. 1. Questions prior to co-design activity at the
configurator
2. Questions during or after co-design
activity at the configurator
9. “we need not only a window into the user’s life, but also an
explanation of how he sees things in that window”
Mattelmäki (2003)
IMAGE SOURCE: http://www.johnniemoore.com
10. “a singular experience is made
up of an infinite amount of
smaller experiences, relating to
contexts, people and products”
(Forlizzi and Ford 2000, p420)
IMAGE SOURCE: http://creativeandlive.com/archives/2008/02/17/lego-art
14. 1.Literature review: MC, customer
experience and service design literature
2.Immersion: engaging as a customer co-
designer to purchase a range of products and
recording the experiences
3.Probing: using design probes with a series of
customer co-designers to gain insight and information
into the individuals and their experiences
15. PUMA
My K-Swiss
NikeiD
FREITAG
Timbuk2
YourDesign.co.uk
Spreadshirt
Threadless
23. Physio-pleasure:
Relates to the body
and is concerned with
positive feedback from
the sensory organs
Socio-pleasure:
Relationships with
others, aspects of
products which confer
social, material or
cultural status
Psycho-pleasure:
A user’s cognitive
interaction with a product
and their subsequent
emotional reaction
Ideo-pleasure:
Peoples values from
aesthetics to ethics.
Defines how people
do, and would like to
see themselves
24. The probes allow us to tell stories about our co-designers
and their co-design experience
25.
26. “I’m seeing a progress bar that shows
me how far I’ve reached in the design
stage, so I’m nine out of eleven, so that
indicates that I probably need to, erm…
there’s something else that needs
changing in terms of colour, so I’m…
kind of looking around…to see…”
Participant 03 voice recorder notes – Nike iD trainers
27. “I love the bag…I haven’t stopped, it has
like, a special place…it sits on top of the
fridge”
Participant 02 post-purchase interview – FREITAG bag
28.
29. What stages of a co-design experience do we need to choreograph?
IMAGE SOURCE: http://dancingperfectlyfree.com/tag/contemporary-dance/page/2/
30.
31. “Good design is at the intersection of business and human goals. It’s not just about
users, and it’s not just about business—it’s about balancing both” (Jess McMullin)
Thank you!
Kate Herd, A. Bardill, M.Karamanoglu
k.herd@mdx.ac.uk
@kateherdkruger
IMAGE SOURCE: http://whitekaos.wordpress.com/2011/05/24/first-steps-of-the-hub-gipuzkoa/