Service Co-Design: Using Participatory Design methods to Empower Users
NEASIS&T Conference 2017
Service Design: The Holistic Experience
January 12th 2017
Discovering Unmet Needs and New Solutions with Participatory Design Jennifer Briselli
Discovering Unmet Needs and New Solutions with Participatory Design
Mad*Pow | Center for Healthcare Experience Design
Quarterly Training Workshop August 2016
Interactive Journey Maps: Take your design & strategy to the next levelJennifer Briselli
Presented at Big Design Conference, Dallas, 9/20/2019
You can find two (redacted) examples online:
Interactive journey map: http://madpowprojects.com/MadPow/sample-interactive-journey-map/
Interactive experience ecosystem: http://madpowprojects.com/MadPow/sample-experience-ecosystem/
Discovering Unmet Needs and New Solutions with Participatory Design Jennifer Briselli
Discovering Unmet Needs and New Solutions with Participatory Design
Mad*Pow | Center for Healthcare Experience Design
Quarterly Training Workshop August 2016
Interactive Journey Maps: Take your design & strategy to the next levelJennifer Briselli
Presented at Big Design Conference, Dallas, 9/20/2019
You can find two (redacted) examples online:
Interactive journey map: http://madpowprojects.com/MadPow/sample-interactive-journey-map/
Interactive experience ecosystem: http://madpowprojects.com/MadPow/sample-experience-ecosystem/
Designing Interactions / Experiences: Reflection in ActionItamar Medeiros
This is the explanation of the Reflection-in-Action component of the completion criteria of the "Designing Interactions / Experiences" module I’m teaching at Köln International School of Design of the Cologne University of Applied Sciences, which I’m honored to give by invitation of Professor Philipp Heidkamp.
Although User Experience (UX) is typically associated with websites, apps, and other digital technologies, its user-centered philosophy is applicable to every library service and touchpoint, including reference and information services. In this talk, attendees will be introduced to key UX concepts and methods and get an overview of recent research into UX Librarianship and the extent to which these roles can help - or hinder - libraries' efforts to deliver compelling and engaging experiences through every channel, not just those offered through a screen. By the end of the talk, attendees will have a deeper understanding of the strategies and the mindset required to create an experience-centered library whose digital and physical services work together to create and sustain meaningful relationships with its users. Presented at the 2016 Western New York Library Resources Council (WNYLRC) Annual Conference.
Business Origami: a practical guide to running a Business Origami workshopAnna Harasimiuk
Business Origami is a useful tool used often when designing a service. It is also a great collaborative research method, which can be used to understand end users’ environments, map out their interactions with the technology, other people, and surroundings. This knowledge leads to a better understanding of the target user across the product team. Anna Hararasimiuk and Anita Barraco-Cator used Business Origami to engage the stakeholders and seek the opportunities for evolving and improving a B2B product and processes involved in implementing it. This presentation describes the Business Origami method, gives tips on facilitation, and discusses the artifacts and benefits.
Presented by Anna Hararasimiuk and Anita Barraco-Cator at the Ladies that UX Fort Worth meeting on 11 April 2018.
https://www.meetup.com/Ladies-That-UX-Fort-Worth/events/xgdcfpyxdbsb/
This is the 4rd (fourth) lecture of the "Designing Interactions / Experiences" module I’m teaching at Köln International School of Design of the Cologne University of Applied Sciences, which I’m honored to give by invitation of Professor Philipp Heidkamp. In this presentation we discuss how to use different data visualization techniques to facilitate decision making
Understanding design thinking in practice: a qualitative study of design led ...Zaana Jaclyn
PhD dissertation.
Abstract
Design thinking is a collaborative and human centred approach to solving problems. Over the past decade design thinking has evolved considerably, particularly with regard to innovation within the sectors of design and business. Despite this sharp rise to popularity there remains limited understanding of how design thinking is applied in practice and little empirical investigation into this subject. Without this understanding further informed application and development of the approach will be hampered.
The ‘design led professional’ is an individual who uses design approaches in their work practices whose education and experience however may not necessarily be in design. The central aim of this thesis is to understand how the ‘design led professional’ applies design thinking in practice with large organisations where the focus is on designing intangible products such as systems, services and experiences. The thesis addresses the research problem through the exploration of the question: How does the design led professional understand and enact design thinking in practice? This question is explored within the context of the design led professional working with large organisations.
A qualitative research approach was adopted, which involved ethnographic methods of semi structured interviews, artefact analysis and participant observation. Data was collected across three studies: an expert interview study, a retrospective case study and a participatory case study. The constant comparative grounded theory method was used to analyse and synthesise data.
Research findings, contextualised within relevant literature, reveal the composition of design thinking in practice: as constrained by the approach taken in applying design thinking; the maturity of the design led professional and the environment in which design thinking is conducted.
On this basis two models are proposed in the conclusion as a foundation for further application and development. The first presents a scale of design thinking maturity based upon two perspectives of design thinking as a way of work and a way of life. The second model maps the interdependent relationship between the three components of design thinking in practice of the approach, the design led professional and the environment in which it is conducted.
The evidence generated through this research provides a framework to assist the public and those who practice design thinking to better understand and articulate design thinking. In addition it provides a foundation for further empirical research that explores the realistic application of design thinking in practice and the critical role of the design led professional.
Collaborative Sketching for Secure & Usable AppsRobert Stribley
Presentation on Collaborative Sketching for Secure & Usable Apps as presented by Robert Stribley at Internet Freedom Festival, Friday, March 10th, 2017
This is the 5th (fifth) lecture of the "Designing Interactions / Experiences" module I’m teaching at Köln International School of Design of the Cologne University of Applied Sciences, which I’m honored to give by invitation of Professor Philipp Heidkamp. In this presentation we discuss the different design artifacts typically produced during the ideation stage
Presented at ComSciCon, June 12th 2014.
Panel: "Communicating Complexity and Controversy"
More info here: http://repository.cmu.edu/theses/50/
And cards here: https://dl.dropboxusercontent.com/u/50147442/Thesis/method%20cards.pdf
Designing Interactions / Experiences: Reflection in ActionItamar Medeiros
This is the explanation of the Reflection-in-Action component of the completion criteria of the "Designing Interactions / Experiences" module I’m teaching at Köln International School of Design of the Cologne University of Applied Sciences, which I’m honored to give by invitation of Professor Philipp Heidkamp.
Although User Experience (UX) is typically associated with websites, apps, and other digital technologies, its user-centered philosophy is applicable to every library service and touchpoint, including reference and information services. In this talk, attendees will be introduced to key UX concepts and methods and get an overview of recent research into UX Librarianship and the extent to which these roles can help - or hinder - libraries' efforts to deliver compelling and engaging experiences through every channel, not just those offered through a screen. By the end of the talk, attendees will have a deeper understanding of the strategies and the mindset required to create an experience-centered library whose digital and physical services work together to create and sustain meaningful relationships with its users. Presented at the 2016 Western New York Library Resources Council (WNYLRC) Annual Conference.
Business Origami: a practical guide to running a Business Origami workshopAnna Harasimiuk
Business Origami is a useful tool used often when designing a service. It is also a great collaborative research method, which can be used to understand end users’ environments, map out their interactions with the technology, other people, and surroundings. This knowledge leads to a better understanding of the target user across the product team. Anna Hararasimiuk and Anita Barraco-Cator used Business Origami to engage the stakeholders and seek the opportunities for evolving and improving a B2B product and processes involved in implementing it. This presentation describes the Business Origami method, gives tips on facilitation, and discusses the artifacts and benefits.
Presented by Anna Hararasimiuk and Anita Barraco-Cator at the Ladies that UX Fort Worth meeting on 11 April 2018.
https://www.meetup.com/Ladies-That-UX-Fort-Worth/events/xgdcfpyxdbsb/
This is the 4rd (fourth) lecture of the "Designing Interactions / Experiences" module I’m teaching at Köln International School of Design of the Cologne University of Applied Sciences, which I’m honored to give by invitation of Professor Philipp Heidkamp. In this presentation we discuss how to use different data visualization techniques to facilitate decision making
Understanding design thinking in practice: a qualitative study of design led ...Zaana Jaclyn
PhD dissertation.
Abstract
Design thinking is a collaborative and human centred approach to solving problems. Over the past decade design thinking has evolved considerably, particularly with regard to innovation within the sectors of design and business. Despite this sharp rise to popularity there remains limited understanding of how design thinking is applied in practice and little empirical investigation into this subject. Without this understanding further informed application and development of the approach will be hampered.
The ‘design led professional’ is an individual who uses design approaches in their work practices whose education and experience however may not necessarily be in design. The central aim of this thesis is to understand how the ‘design led professional’ applies design thinking in practice with large organisations where the focus is on designing intangible products such as systems, services and experiences. The thesis addresses the research problem through the exploration of the question: How does the design led professional understand and enact design thinking in practice? This question is explored within the context of the design led professional working with large organisations.
A qualitative research approach was adopted, which involved ethnographic methods of semi structured interviews, artefact analysis and participant observation. Data was collected across three studies: an expert interview study, a retrospective case study and a participatory case study. The constant comparative grounded theory method was used to analyse and synthesise data.
Research findings, contextualised within relevant literature, reveal the composition of design thinking in practice: as constrained by the approach taken in applying design thinking; the maturity of the design led professional and the environment in which design thinking is conducted.
On this basis two models are proposed in the conclusion as a foundation for further application and development. The first presents a scale of design thinking maturity based upon two perspectives of design thinking as a way of work and a way of life. The second model maps the interdependent relationship between the three components of design thinking in practice of the approach, the design led professional and the environment in which it is conducted.
The evidence generated through this research provides a framework to assist the public and those who practice design thinking to better understand and articulate design thinking. In addition it provides a foundation for further empirical research that explores the realistic application of design thinking in practice and the critical role of the design led professional.
Collaborative Sketching for Secure & Usable AppsRobert Stribley
Presentation on Collaborative Sketching for Secure & Usable Apps as presented by Robert Stribley at Internet Freedom Festival, Friday, March 10th, 2017
This is the 5th (fifth) lecture of the "Designing Interactions / Experiences" module I’m teaching at Köln International School of Design of the Cologne University of Applied Sciences, which I’m honored to give by invitation of Professor Philipp Heidkamp. In this presentation we discuss the different design artifacts typically produced during the ideation stage
Presented at ComSciCon, June 12th 2014.
Panel: "Communicating Complexity and Controversy"
More info here: http://repository.cmu.edu/theses/50/
And cards here: https://dl.dropboxusercontent.com/u/50147442/Thesis/method%20cards.pdf
Improving innovation in small and medium sized firms by using Service Design ...Shaun West
Bergamo IPSS Conference, June 2016 slides
Abstract
This paper describes a process, based on Service Design tools, of product- and service-discovery that has been used in workshops with two Swiss small and medium-size firms based on an action research approach. Both of the firms were manufacturing high- quality products and under pressure on price. The use of individual Design Thinking tools had not provided a route to deliver the product- and service-innovation required. What was missing was a method to combine the individual tools to create a process. The leaders of the firms confirmed that the process that allowed them to expand their thinking from simply product development.
Designing products against customer jobsMartin Jordan
How do you create successful products? By asking customers what they want? By matching market trends? Or rather by understanding the jobs that users try to get done? Believing it’s the latter, Hannes Jentsch and I gave a talk at Berlin ProductTank in July 2015 discussing how to design products against customer jobs.
In the talk we shared our experience from applying Jobs-to-be-Done tools in agile environments at Nokia’s HERE business for 2 years. We described JTBD as a framework, mind as well as set of tools and methods. Furthermore, we mapped and presented key JTBD tools against the lean product development process and discussed them in detail.
Experience Design Methods for Product / Service DevelopmentKetut Sulistyawati
Products and services that deliver good user experience have been shown to be more successful in the market. User experience design is a practice of transforming user insights and emotion to create products and services that are useful, easy to use, and enjoyable. The process requires in-depth understanding of the customers and inter-disciplinary collaboration to ensure connected experiences across customer touch points.
In this talk, I will discuss various User Experience Design methods that are commonly used for product and service development. I will cover the pros and cons for the methods, and how they are often tweaked in practice to meet the contextual constraints in the industry.
Presented at HFEM 2014, Kuala Lumpur Malaysia
The BMW Group has a long-standing history of successfully applying user-centric approaches in new product development. Lead users, for instance, have been involved to generate ideas for new media, innovators were invited to co-develop new services in a virtual innovation lab, and consumer insights in the field of sustainability were gained via netnography. However, despite the impressive results, most projects were independent of one another, e.g. as they were conducted by different teams within the organization and the identification of participants was done from scratch.
Driven by the intention to use synergies between single co-creation projects, the BMW Group Co-Creation Lab is launched in September 2010. The lab is a central platform for all co-creation activities throughout the value chain. It facilitates the establishment of long lasting relationships with a diversity of users, such as customers, innovators, brand evangelists, lead users and opinion leaders. The case study will show the advantages and challenges of a central co-creation platform along two initial projects.
Product design involves many steps in order to reach the finalised, working product. Here is a basic guide from http://www.rf3design.co.uk with 7 steps to effective product design.
Mad*Pow webinar: Discovering Unmet Needs & New Solutions Through Participator...Mad*Pow
As organizations embrace design-led innovation, they sometimes struggle to reap the full value of human-centered design. Teams can find their interactions with customers limited only to the early research and late evaluation phases of the design process.
The work in between–when ideas are being generated–is often left to the internal team alone, and we risk missing the opportunity to discover some of the most valuable and customer-centered solutions.
The presentation unveil the concept of Design Thinking, its various stages, different tools and the scope of applying the concept of design thinking in tourism management
Requirements Engineering for the HumanitiesShawn Day
This workshop explores how requirements engineering can be employed by digital and non-digital humanities scholars (and others) to conceptualise and communicate a research project.
requirementsEngineeringAs the field of digital humanities has evolved, one of the biggest challenges has been getting the marrying technical expertise with humanities scholarly practice to successfully deliver sustainable and sound digital projects. At its core this is a communications exercise. However, to communicate effectively demands an ability to effectively translate, define and find clarity in your own mind.
Bringing users into your process through Participatory DesignKartik Rao
The objective of this workshop is to involve the users in the design process. In this workshop session, we want to take part in the design activity along with our users. We provide our users with materials for them to descriptively discuss their personal experience and express the solutions. We believe that this activity will help us to communicate with our users and better discover what they know and feel.
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 new online support services for woman that have experience violenc...Mariana Salgado
Designing new online support services for
woman that have experience violence or threat
of violence. This is the presentation for the day 1 of a one week workshop to design New Media concepts for the Third Sector. February 2015
Taking the next step: Building Organisational Co-design CapabilityPenny Hagen
A presentation on building organisational co-design capability, shared as part of Master Class for Design 4 Social Innovation Conference in Sydney, 2014. http://design4socialinnovation.com.au/
For a little more context on the slides and the handout used as the basis for discussion in the MasterClass see: http://www.smallfire.co.nz/2014/10/22/building-organisational-co-design-capability/
Design Thinking For Intergroup Empathy: Creative Techniques in Higher EducationStefanie Panke
The session discusses design thinking as a conceptual framework and methodological approach for fostering discussion and facilitating ideas that promote intergroup empathy. I provide a theoretical overview of design thinking and related approaches to then discusses two case studies. I give a detailed overview of workshop concept, workshop results and workshop evaluation data. Practitioners will find this presentation a valuable source for design thinking ideas and material. Researchers can use the analysis as a starting point for further investigating the effectiveness of design thinking.
Design Thinking Presentation at AppState Free Learning Conference 2018Stefanie Panke
The session discusses design thinking as a conceptual framework and methodological approach for fostering discussion and facilitating ideas that promote intergroup empathy. I provide a theoretical overview of design thinking and related approaches to then discusses two case studies. I give a detailed overview of workshop concept, workshop results and workshop evaluation data. Practitioners will find this presentation a valuable source for design thinking ideas and material. Researchers can use the analysis as a starting point for further investigating the effectiveness of design thinking.
Slides from the talk presented by Jen Briselli and Kim Dowd at UXPA Boston 2016: actionable insights for research and design teams to improve collaboration and experience design outcomes.
Between Filth and Fortune- Urban Cattle Foraging Realities by Devi S Nair, An...Mansi Shah
This study examines cattle rearing in urban and rural settings, focusing on milk production and consumption. By exploring a case in Ahmedabad, it highlights the challenges and processes in dairy farming across different environments, emphasising the need for sustainable practices and the essential role of milk in daily consumption.
Can AI do good? at 'offtheCanvas' India HCI preludeAlan Dix
Invited talk at 'offtheCanvas' IndiaHCI prelude, 29th June 2024.
https://www.alandix.com/academic/talks/offtheCanvas-IndiaHCI2024/
The world is being changed fundamentally by AI and we are constantly faced with newspaper headlines about its harmful effects. However, there is also the potential to both ameliorate theses harms and use the new abilities of AI to transform society for the good. Can you make the difference?
Hello everyone! I am thrilled to present my latest portfolio on LinkedIn, marking the culmination of my architectural journey thus far. Over the span of five years, I've been fortunate to acquire a wealth of knowledge under the guidance of esteemed professors and industry mentors. From rigorous academic pursuits to practical engagements, each experience has contributed to my growth and refinement as an architecture student. This portfolio not only showcases my projects but also underscores my attention to detail and to innovative architecture as a profession.
Unleash Your Inner Demon with the "Let's Summon Demons" T-Shirt. Calling all fans of dark humor and edgy fashion! The "Let's Summon Demons" t-shirt is a unique way to express yourself and turn heads.
https://dribbble.com/shots/24253051-Let-s-Summon-Demons-Shirt
Book Formatting: Quality Control Checks for DesignersConfidence Ago
This presentation was made to help designers who work in publishing houses or format books for printing ensure quality.
Quality control is vital to every industry. This is why every department in a company need create a method they use in ensuring quality. This, perhaps, will not only improve the quality of products and bring errors to the barest minimum, but take it to a near perfect finish.
It is beyond a moot point that a good book will somewhat be judged by its cover, but the content of the book remains king. No matter how beautiful the cover, if the quality of writing or presentation is off, that will be a reason for readers not to come back to the book or recommend it.
So, this presentation points designers to some important things that may be missed by an editor that they could eventually discover and call the attention of the editor.
Transforming Brand Perception and Boosting Profitabilityaaryangarg12
In today's digital era, the dynamics of brand perception, consumer behavior, and profitability have been profoundly reshaped by the synergy of branding, social media, and website design. This research paper investigates the transformative power of these elements in influencing how individuals perceive brands and products and how this transformation can be harnessed to drive sales and profitability for businesses.
Through an exploration of brand psychology and consumer behavior, this study sheds light on the intricate ways in which effective branding strategies, strategic social media engagement, and user-centric website design contribute to altering consumers' perceptions. We delve into the principles that underlie successful brand transformations, examining how visual identity, messaging, and storytelling can captivate and resonate with target audiences.
Methodologically, this research employs a comprehensive approach, combining qualitative and quantitative analyses. Real-world case studies illustrate the impact of branding, social media campaigns, and website redesigns on consumer perception, sales figures, and profitability. We assess the various metrics, including brand awareness, customer engagement, conversion rates, and revenue growth, to measure the effectiveness of these strategies.
The results underscore the pivotal role of cohesive branding, social media influence, and website usability in shaping positive brand perceptions, influencing consumer decisions, and ultimately bolstering sales and profitability. This paper provides actionable insights and strategic recommendations for businesses seeking to leverage branding, social media, and website design as potent tools to enhance their market position and financial success.
Dive into the innovative world of smart garages with our insightful presentation, "Exploring the Future of Smart Garages." This comprehensive guide covers the latest advancements in garage technology, including automated systems, smart security features, energy efficiency solutions, and seamless integration with smart home ecosystems. Learn how these technologies are transforming traditional garages into high-tech, efficient spaces that enhance convenience, safety, and sustainability.
Ideal for homeowners, tech enthusiasts, and industry professionals, this presentation provides valuable insights into the trends, benefits, and future developments in smart garage technology. Stay ahead of the curve with our expert analysis and practical tips on implementing smart garage solutions.
1. Jennifer Briselli
Managing Director, Experience Strategy & Design
@jbriselli
jbriselli@madpow.com
Service Co-Design
Using Participatory Design Methods to Empower Users
2. What is Service Design? What is Participatory Design? How do they intersect?
Why might you use this type of design in your own practice?
What are some methods and activities, and how do you choose them?
What does it look like? How do you do it?
What do you do with the results of these methods?
Q & A
Overview
4. One one hand:
“Performances. Choreographed interactions, manufactured at the point of
delivery, forming a process and co-producing value, utility, satisfaction, and
delight in response to human needs.”
One the other hand:
“Activities or events in a service process become a product, through interactions
with designed elements or resources, from representatives of the organization,
brand, customer, and mediating technology.”
What is Service Design?
5. Richard Buchanan:
The ultimate purpose of service design is to
give people the information and tools
needed to act, according to their own wishes
and needs.
What is Service Design?
8. Journey Maps help us understand how customers’
needs, feelings, and activities vary over time, and
allow us to identify gaps, pain points, and
opportunities.
Experience Journey Maps & Blueprints
9. Traditional Journey Maps focus on the customer’s firsthand experience and often illustrate the
emotional highs and lows as well as behavioral triggers.
Example: Journey Map
10. Service Blueprints are a type of Journey Map that illustrate not only the customer’s firsthand
experience but also include information about interactions with an organization or brand, and
behind-the-scenes operational or technical support processes.
Example: Service Blueprint
12. What it is:
An approach to design that invites all stakeholders (e.g. ‘end users,’ employees,
partners, customers, citizens, consumers, patients, providers) into the design
process as a means of better understanding, meeting, and sometimes
preempting their needs.
What it is not:
• A way to “make your users do your job for you”
• A single prescriptive method or tool
• A rigidly defined process
• (see also: co-design, co-creation, co-production, collaborative design…)
• A holy grail
What is Participatory Design?
13. Involving the people we’re
serving through design as
participants in the process.
What is Participatory Design?
19. DISCOVER SYNTHESIZE GENERATE FOCUS
Design Process
Adapted from “Double Diamond Model of Product Definition and Design” from UK Design Council
20. DISCOVER SYNTHESIZE GENERATE FOCUS
EVALUATE
Design Process
Adapted from “Double Diamond Model of Product Definition and Design” from UK Design Council
21. DISCOVER SYNTHESIZE GENERATE FOCUS
Adapted from “Double Diamond Model of Product Definition and Design” from UK Design Council
Generates design principles & direction
Generates viable solution concepts
Where does participatory design fit in?
22. “Participatory design methods, especially generative or
‘making’ activities, provide a design language for non
designers (future users) to imagine and express their own
ideas for how they want to live, work, and play in the future.”
- Liz Sanders
In other words:
It leads to better experiences & outcomes.
Service Co-Design: Why it’s useful
24. Framing: Identifying goals, objectives, key questions, hypotheses
Planning: Planning activities that answer these questions
Facilitating: Ensuring & documenting productive participation
Analyzing: Making sense of it all to identify actionable insights
Service Co-Design: How to do it
28. Three categories of activity
Narrate: Participants help us understand their needs via storytelling
Create: Participants generate ideas and create prototypes of products, services,
or experiences (these can be very realistic or completely unrealistic)
• Sometimes participants create viable solution concepts
• Sometimes participants create items that give designers insight & direction
Prioritize: Participants make connections and judgments that help us understand
the value of potential design solutions
Choosing activities & methods
29. Telling stories helps participants express more detailed and emotionally
resonant experiences. These activities are intended to elicit memories and
help build empathy and understanding.
Examples:
• Journey mapping
• Love letter/breakup letter
• Collaging
• Empathy mapping
• Knowledge hunt
• Reenactments
‘Narrate’ activities
30.
31.
32. Participants can provide a lot of insight when provided tools and opportunities
to design without constraints or expectations.
Examples:
• Magic screen/button/object
• Interface toolkit
• Physical/paper/rapid prototyping
• Fill in the blank
• Ideal workflow
• Ecosystem mapping
‘Create’ activities
33.
34.
35.
36.
37.
38.
39. These activities help participants and designers evaluate and understand the
value of existing experiences or potential future design solutions.
Examples:
• Card sorting
• Channel sorting
• Value ranking
• Storyboard/Concept speed dating
• Bodystorming/Gamestorming
• 2x2 grids
‘Prioritize’ activities
40.
41.
42. The design prompt sets the stage and ensures participants will focus their
contributions on the goals, questions, or hypotheses you’ve identified.
For example:
“Use the items provided to create a perfect remote control.”
“Draw an imaginary classroom that provides all your educational needs.”
“Create a script for the ideal interaction between a student and counselor.”
Design Prompts
43. 1. Identify a design goal or hypothesis to be explored
2. Create a design prompt for participants for each activity
We’ll “try” a few activities today:
• Collage
• Journey Map
• Magic Object
• 2x2
Framing: Let’s Try It
44. Activity 1: Collage
Ex: “Make a collage that represents what your library means to you.”
Activity 2: Journey Map
Ex: “Create a diagram that illustrates the process of finding and
checking out a book, including how you feel throughout the process.”
Activity 3: Magic Object
Ex: “Use the items provided to create a tool, service, or magic object
that would make the library experience better for you.”
Activity 3: 2x2
Ex: “Place the items where you feel they most belong in the grid.”
Framing: Let’s Try It
48. Collage
This activity helps members’ express their experiences and needs in a way
words can sometimes fail to describe. Participants will also put themselves at
the center of the map, which allows us to understand how members’ conceive of
their own agency (or lack thereof).
How:
Participants are provided a prompt and asked to spend 30-45 minutes creating a
collage that describes their feelings about the prompt. Participants are then
asked to share and discuss their collage. Facilitators may ask participants to
elaborate to better elucidate examples and opportunities.
Materials:
paper, images, glue sticks or tape, writing utensils, post-its
49.
50. Journey Map
This activity helps members’ express their experiences and needs in a way
words can sometimes fail to describe. Participants can be asked to express their
current experience, or design an ideal future experience, or to compare and
contrast both.
How:
Participants are provided a prompt and asked to spend 30-45 minutes creating a
map or flow that illustrates a typical series of steps or tasks. Participants are
then asked to share and discuss their journey map. Facilitators may ask
participants to elaborate to better elucidate examples and opportunities.
Materials:
paper, post-its, glue sticks or tape, writing utensils
51.
52. Magic Object
Providing members with materials that allow them to engage in a making
process can provide insights about potential design solutions as well as
uncover latent needs.
How:
Participants are provided building materials and a prompt, and asked to
spend 30-45 minutes creating the objects.
Participants are then asked to share and briefly discuss their creations.
Facilitators may ask members to elaborate on aspects of their explanation
where appropriate to elucidate examples and opportunities.
Materials:
Paper, construction materials, glue sticks or tape
53.
54. 2 x 2
This activity helps customers’ express priority and categorization; it’s a way to
understand their mental model and allow customers to design ideal content
structures, information architecture, or other experience structures at the same
time.
How:
Participants are provided a labeled 2 x 2 grid and a series of words or images,
and asked to spend 30-45 minutes placing the words or images within the grid
wherever they make sense to the participant. They are then asked to share and
discuss their creation.
Materials:
paper, labeled 2 x 2 grid, images or words printed on cards, glue sticks or tape,
57. Be prepared
Be yourself
Be flexible & adaptive
Be reflective
Be warm & friendly
Facilitating: Participation
58. Document Document Document
• Dedicated note taker(s)
• Photograph
• Record audio & visual when possible
• Keep artifacts when possible
Ask participants to tell you about what they create
• Show & tell
• Share a story
• Write a commercial
• Create a pitch
What they create is often less important than how they describe its value.
Facilitating: Capturing Value
59. Let’s Try it…
Participating:
Think about following the design prompt based on your own personal
experiences, and what you think and feel as you try the activity.
Facilitating:
Think about what you see, hear, and notice as you observe others participating
in the activities. If you were facilitating, what would you capture? What would
you ask?
61. Cull: Cut irrelevant or incomplete information
Normalize: get everything into a common format
• excel
• text documents
• grids
• post-its
Review: Follow your instinct… analysis is as much art as science
Expect to spend at least 2 hours of analysis for every hour facilitating.
Analyzing
68. What are the most important takeaways for your organization?
What are the most important questions we left unanswered?
What are the aspects you are most and least confident about
implementing in your own practice?
Wrap Up / Q & A
We’ll cover:
Core concepts in participatory design and service design - and how they intersect
Basic participatory service design methods, including fundamental tools and exercises
How to choose activities, frame design prompts, and facilitate participatory service design activities with to generate the best results
How to use the outputs of these activities to create actionable insights
Buchanan’s conclusion was that the ultimate purpose of service design is to give people the INFORMATION and TOOLS needed to ACT — to be free to live as one would choose
On one hand, services are viewed as performances: choreographed interactions manufactured at the point of delivery that form a process and coproduce value, utility, satisfaction, and delight in response to human needs
On the other hand, activities or events in a service process are described as forming a perceivable set or ‘‘product’’ through interaction with designed elements or resources from representatives of the service organization, the customer, and any mediating technology
Participatory Mindset is different from more traditional Expert Mindset. One is no better than the other, but in North America in particular, we’ve focused mostly on Expert Mindset design… while a Participatory approach has only been explored and embraced more recently.
None of these is better than the others– all windows looking into the same room.
Participatory design methods can be used in the early discovery phases as a form of research augmentation, where it helps uncover latent needs, but when used later during generative phases and constructive activities are built in a way to facilitate “real” solution building, it can also help develop viable solution concepts
Recommended Books:
Convivial Toolbox by Liz Sanders
Universal Methods of Design by Bella Martin & Bruce Hanington
The Service Innovation Handbook by Lucy Kimbell
Nurses designing an ideal workflow on a patient floor– the toolkit components are round, designed for this specific activity.
Other examples: legos for building physical spaces, minecraft for kids, blocks, etc
Some folks equate participatory design session with “hackathon.” There are pros and cons to structuring design activities in this manner, and its not the only (or best) way to get people involved in the design process for their own benefit.
Collage/empathy map with images– code backs of images, create quantitative scoring system