Presentation for innovation track at European Academy of Design Conference 2013 about potential for human-centred design artefacts to scaffold innovation within organisational contexts.
The document provides an overview of the author's experiences using design thinking in educational settings. It describes several design thinking workshops conducted at universities in Germany between 2013-2019. The workshops focused on topics like website redesign, course design, learning spaces, and social inclusion. Design thinking activities included brainstorming solutions with LEGOs, creating customer journey maps, and prototyping ideas. Student feedback indicated benefits like increased empathy and reduced biases, but also potential challenges like frustration and shallow ideas.
Deliverables that Clarify, Focus, and Improve DesignBen Peachey
A talk given at the 2002 Annual Conference of the Usability Professionals' Association
Authors: Richard Fulcher, Bryce Glass, Matt Leacock
"The representations we choose for UI design affect both how we think about the design and how others understand it. Concept maps, wireframes, storyboards, and flow-maps speak to different audiences at different stages of the development cycle. This presentation provides examples of these documents and a toolkit for producing them."
source, examples and resources can be found at: http://leacock.com/deliverables/
Andrea is the Chief Designer at Cornwall Council with responsibility for service design and innovation. In this talk Andrea will discuss the challenges and successes of engaging a Local Authority in design practices. Having directed the multi award-winning social enterprise ‘Designs of the Time’ (Dott Cornwall) for two years, Andrea will also consider the value of design as a way of encouraging new approaches to local government innovation.
Voltando às Origens: Conversa com alunos da UPFE / UNICAPItamar Medeiros
Conversa com alunos de Design sobre varios topics:
- Design na UFPE
- Estórias da China
- Vida do Brasileiro no Exterior
- Design em Times Distribuídos
- Pesquisa em Creatividade em Ambientes Distribuídos
Design Thinking For Educational Technology Stefanie Panke
The document provides an overview of design thinking. It discusses what design thinking is, how it can be used to solve "wicked problems", and some related approaches like LEGO Serious Play and participatory design. It also shares examples of design thinking workshops conducted at universities in Germany to redesign websites and develop curricula. Participants provided positive feedback on the creativity and cross-disciplinary nature of design thinking, though some noted it lacks ways to further develop ideas.
This document discusses authorship and control in generative design. It provides context on generative design as a method that uses algorithms or rules to create outputs. Control can come from variables within the system that users can manipulate. Interaction design has combined with generative design, involving users in the authorship process. The document examines how generative design can give audiences more control over the design, challenging the designer's sole authority. It references theorists like Roland Barthes who argued that meaning comes from an artwork's interpreters, not just its creator. The document also outlines the author's interest in understanding the relationship between designers and users, and how two exhibitions influenced their interest in generative and interactive design.
The document provides an overview of Ryo's background and career in design and prototyping. It then discusses what design and prototyping are, how they are used to develop ideas into products, and how prototypes with varying levels of fidelity can be created using tools like Figma to test ideas with users and iterate on designs. The document emphasizes that early prototypes do not need to be perfect and getting feedback is more important than the tools used.
Tinker Tailor Soldier Spy: Twists & Turns of Working in Global Design TeamsItamar Medeiros
This document discusses the challenges of collaborative design in distributed teams. It explores how tools, processes, artifacts, and people influence global collaboration. Effective collaboration requires developing shared understanding through cognitive synchronization, managing interdependent tasks, and negotiating perspectives. While technologies can help, the human factors like trust, commitment and clear roles are also critical to navigating the "twists and turns" of distributed design work.
The document provides an overview of the author's experiences using design thinking in educational settings. It describes several design thinking workshops conducted at universities in Germany between 2013-2019. The workshops focused on topics like website redesign, course design, learning spaces, and social inclusion. Design thinking activities included brainstorming solutions with LEGOs, creating customer journey maps, and prototyping ideas. Student feedback indicated benefits like increased empathy and reduced biases, but also potential challenges like frustration and shallow ideas.
Deliverables that Clarify, Focus, and Improve DesignBen Peachey
A talk given at the 2002 Annual Conference of the Usability Professionals' Association
Authors: Richard Fulcher, Bryce Glass, Matt Leacock
"The representations we choose for UI design affect both how we think about the design and how others understand it. Concept maps, wireframes, storyboards, and flow-maps speak to different audiences at different stages of the development cycle. This presentation provides examples of these documents and a toolkit for producing them."
source, examples and resources can be found at: http://leacock.com/deliverables/
Andrea is the Chief Designer at Cornwall Council with responsibility for service design and innovation. In this talk Andrea will discuss the challenges and successes of engaging a Local Authority in design practices. Having directed the multi award-winning social enterprise ‘Designs of the Time’ (Dott Cornwall) for two years, Andrea will also consider the value of design as a way of encouraging new approaches to local government innovation.
Voltando às Origens: Conversa com alunos da UPFE / UNICAPItamar Medeiros
Conversa com alunos de Design sobre varios topics:
- Design na UFPE
- Estórias da China
- Vida do Brasileiro no Exterior
- Design em Times Distribuídos
- Pesquisa em Creatividade em Ambientes Distribuídos
Design Thinking For Educational Technology Stefanie Panke
The document provides an overview of design thinking. It discusses what design thinking is, how it can be used to solve "wicked problems", and some related approaches like LEGO Serious Play and participatory design. It also shares examples of design thinking workshops conducted at universities in Germany to redesign websites and develop curricula. Participants provided positive feedback on the creativity and cross-disciplinary nature of design thinking, though some noted it lacks ways to further develop ideas.
This document discusses authorship and control in generative design. It provides context on generative design as a method that uses algorithms or rules to create outputs. Control can come from variables within the system that users can manipulate. Interaction design has combined with generative design, involving users in the authorship process. The document examines how generative design can give audiences more control over the design, challenging the designer's sole authority. It references theorists like Roland Barthes who argued that meaning comes from an artwork's interpreters, not just its creator. The document also outlines the author's interest in understanding the relationship between designers and users, and how two exhibitions influenced their interest in generative and interactive design.
The document provides an overview of Ryo's background and career in design and prototyping. It then discusses what design and prototyping are, how they are used to develop ideas into products, and how prototypes with varying levels of fidelity can be created using tools like Figma to test ideas with users and iterate on designs. The document emphasizes that early prototypes do not need to be perfect and getting feedback is more important than the tools used.
Tinker Tailor Soldier Spy: Twists & Turns of Working in Global Design TeamsItamar Medeiros
This document discusses the challenges of collaborative design in distributed teams. It explores how tools, processes, artifacts, and people influence global collaboration. Effective collaboration requires developing shared understanding through cognitive synchronization, managing interdependent tasks, and negotiating perspectives. While technologies can help, the human factors like trust, commitment and clear roles are also critical to navigating the "twists and turns" of distributed design work.
DESIGN: creation of artifacts in society by Karl T. UlrichMarina Caponera
This document introduces the concept of design. It defines design as conceiving and giving form to artifacts that solve problems. It provides examples of designed artifacts across different domains, from computer programs to cameras to buildings. The document proposes a unifying framework for design, viewing it as a problem-solving process that begins with perceiving a gap, leads to a plan for a new artifact, and results in the production of that artifact. This framework positions the user at the start of the design process.
This is an introduction workshop to 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.
This document discusses design methodologies and metadesign. It defines methodology as the critical study of methods from a theoretical perspective, while method refers to techniques used to achieve results. Design methodologies are based on worldview, theory, and experience. Agile methodology focuses on iterations and user dialogue. Metadesign involves designers redesigning their own processes to deal with new complex problems. It discusses abstraction levels, diagrams, parametric design, emergence, and criticisms of excessive formalization through technology. Alternative approaches like Arquitetura Livre emphasize informalization over formalization and multiple perspectives.
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
Klips is a clamp that is easy to install without making holes into the material and is very easy to install.
Team: Andres Labi, Juliya Vorobyova, Ksenya Lebedeva, Tinatin Dzirkvadze
Company: R-Fix
This document provides an agenda and background information for the Design Symposium event. The symposium will feature presentations from designers at companies like HP, IDEO, and Frog Design on topics related to emerging design and the future society. It will include welcoming remarks, speaker introductions, presentations on themes like inclusive and sustainable design, a panel discussion, and conclusion. The goal is to discuss the role of designers in creating environments for an emerging, more inclusive future society.
The document summarizes a design symposium that addressed emerging design and the future society. It included welcoming remarks, introductions of panelists from companies like HP and IDEO, and presentations on topics like sustainability and designing for emerging markets. The panelists then discussed questions about the role of designers in catalyzing social change and enhancing quality of life in emerging societies through cultural understanding and inclusive practices. The event concluded with a discussion on individuals making a difference through design.
Design in Research: How do you use design to support and shape R&D? October 1...Mike Kuniavsky
[This is an updated version of an earlier presentation with some of the images, but none of the content, removed] Corporate Research and Development is evolving, and it increasingly incorporates user experience design, design research, and service design into the earliest stages. The historical separation between basic research, applied research and productization erodes as research horizons shorten, technology diffuses more rapidly, and companies want to take bigger risks sooner. When this changing market is coupled with rapidly changing technology that blurs the boundaries between hardware, software, materials and processes, the role of design fundamentally changes. Design influences technology research earlier in the creation of a novel technology, whether it’s a new application of artificial intelligence, or a new material. In this PARC Forum, Mike Kuniavsky and other members of PARC’s Innovation Services Group will present how they participate in early-stage research and development, and discuss the methods they developed when working alongside PARC’s researchers in developing printed sensors, AI-enabled IoT services, and deep learning computer vision products. We will show how we systematically explore the impact of technologies before they exist and how we try to look beyond hype and our own excitement to see how a new technology can actually solve business and human problems.
Design Theory - Lecture 02: Design processes & Problem solvingBas Leurs
This document provides an overview of design processes and problem solving. It discusses various models of design processes, including linear and iterative processes. It also examines the nature of design problems and how designers approach problem solving. The document highlights that design problems often have no single clear solution and require intuition and experimentation to develop potential concepts and solutions.
This document discusses the use of design methods in public and social innovation. It notes that there has been a large push over the last decade to apply design thinking to public services. However, it also notes some criticisms of design methods. The document examines the strengths of design, such as understanding user experiences, ideation, rapid prototyping and visualization. It also discusses some weaknesses, such as high costs, lack of implementation skills, and failure to learn from other fields. Overall, it argues that design has potential to contribute when used as part of multidisciplinary teams that can address its limitations and learn from other approaches to innovation.
Design involves planning and creating visual communications to identify, inform, instruct, and promote ideas for specific purposes. It is a process of taming complexity, solving ill-defined problems, and devising courses of action to change existing situations into preferred ones for people. Good design is the most advanced yet acceptable solution according to the needs of users.
This document provides an agenda and background information for a design symposium on emerging design and future society. The symposium will include welcoming remarks, an overview of the theme, and presentations from six speakers including representatives from Hewlett-Packard, IDEO, Frog Design, and DesignAffairs. The speakers will address topics like the role of designers in emerging markets and societies, cultural influences on design, and how design can enhance quality of life and drive social change. A panel discussion will follow the presentations to field questions on these issues.
This document outlines a directed research project exploring disruptive strategies for problem solving. The hypothesis is that applying disruptive thinking interrupts habitual patterns and creates space for new interpretations. The methodology will involve techniques for disruption, identifying cliches, deviation, and analysis to develop systematic tools for changing perspectives and generating novel ideas. The goal is to enhance creativity and deliver original solutions.
This document provides an overview of a course on information design and interaction. The course covers design thinking, information design, and user experience design over 12 weeks. Key topics include visualizing data, dashboards, diagrams, storytelling techniques, and turning insights into prototypes. The document also discusses information design principles and how various visualization techniques can help communicate with stakeholders and facilitate decision making.
Repurposing OER through Learning-by-Design in Use - Presentation at the Open ...Marisa Ponti
This document discusses repurposing open educational resources (OER) through learning by design-in-use. It argues that OER should be underdesigned to allow for adaptation and modification by educators and learners over time. This can be done by providing editable source content and design options for how OER can be used. The document provides examples of websites like P2PU and Booktype that enable "forking" or copying OER to allow modifications. It concludes that broad participation in designing OER is important for supporting learning by design-in-use.
Best Practices for Interdisciplinary Design.Arturo Pelayo
This document discusses the benefits of anchoring interaction design in the best practices of instructional design. It argues that instructional design has a strong theoretical foundation from various fields that can help address challenges in areas like cross-cultural design. The document also discusses trends in outsourcing and how instructional design principles can help with intercultural communication issues that arise. Overall, the document advocates for the use of instructional design methodologies and standards to help advance fields like interaction design.
Platforms, Networks And Impact Of Open, Distributed And Collaborative Design ...Massimo Menichinelli
This document provides an introduction to the speaker, Massimo Menichinelli, and his research related to open, distributed, and collaborative design and making processes. It discusses platforms and networks that enable these types of processes. It covers topics like maker communities, open design processes, design documentation approaches, and analysis of interactions on platforms like GitHub and Twitter to map communities. It presents a proposed ontology and meta-design platform called OpenMetaDesign for modeling collaborative design processes. The goal is to better connect research and practice and facilitate open, distributed collaboration.
DESIGN: creation of artifacts in society by Karl T. UlrichMarina Caponera
This document introduces the concept of design. It defines design as conceiving and giving form to artifacts that solve problems. It provides examples of designed artifacts across different domains, from computer programs to cameras to buildings. The document proposes a unifying framework for design, viewing it as a problem-solving process that begins with perceiving a gap, leads to a plan for a new artifact, and results in the production of that artifact. This framework positions the user at the start of the design process.
This is an introduction workshop to 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.
This document discusses design methodologies and metadesign. It defines methodology as the critical study of methods from a theoretical perspective, while method refers to techniques used to achieve results. Design methodologies are based on worldview, theory, and experience. Agile methodology focuses on iterations and user dialogue. Metadesign involves designers redesigning their own processes to deal with new complex problems. It discusses abstraction levels, diagrams, parametric design, emergence, and criticisms of excessive formalization through technology. Alternative approaches like Arquitetura Livre emphasize informalization over formalization and multiple perspectives.
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
Klips is a clamp that is easy to install without making holes into the material and is very easy to install.
Team: Andres Labi, Juliya Vorobyova, Ksenya Lebedeva, Tinatin Dzirkvadze
Company: R-Fix
This document provides an agenda and background information for the Design Symposium event. The symposium will feature presentations from designers at companies like HP, IDEO, and Frog Design on topics related to emerging design and the future society. It will include welcoming remarks, speaker introductions, presentations on themes like inclusive and sustainable design, a panel discussion, and conclusion. The goal is to discuss the role of designers in creating environments for an emerging, more inclusive future society.
The document summarizes a design symposium that addressed emerging design and the future society. It included welcoming remarks, introductions of panelists from companies like HP and IDEO, and presentations on topics like sustainability and designing for emerging markets. The panelists then discussed questions about the role of designers in catalyzing social change and enhancing quality of life in emerging societies through cultural understanding and inclusive practices. The event concluded with a discussion on individuals making a difference through design.
Design in Research: How do you use design to support and shape R&D? October 1...Mike Kuniavsky
[This is an updated version of an earlier presentation with some of the images, but none of the content, removed] Corporate Research and Development is evolving, and it increasingly incorporates user experience design, design research, and service design into the earliest stages. The historical separation between basic research, applied research and productization erodes as research horizons shorten, technology diffuses more rapidly, and companies want to take bigger risks sooner. When this changing market is coupled with rapidly changing technology that blurs the boundaries between hardware, software, materials and processes, the role of design fundamentally changes. Design influences technology research earlier in the creation of a novel technology, whether it’s a new application of artificial intelligence, or a new material. In this PARC Forum, Mike Kuniavsky and other members of PARC’s Innovation Services Group will present how they participate in early-stage research and development, and discuss the methods they developed when working alongside PARC’s researchers in developing printed sensors, AI-enabled IoT services, and deep learning computer vision products. We will show how we systematically explore the impact of technologies before they exist and how we try to look beyond hype and our own excitement to see how a new technology can actually solve business and human problems.
Design Theory - Lecture 02: Design processes & Problem solvingBas Leurs
This document provides an overview of design processes and problem solving. It discusses various models of design processes, including linear and iterative processes. It also examines the nature of design problems and how designers approach problem solving. The document highlights that design problems often have no single clear solution and require intuition and experimentation to develop potential concepts and solutions.
This document discusses the use of design methods in public and social innovation. It notes that there has been a large push over the last decade to apply design thinking to public services. However, it also notes some criticisms of design methods. The document examines the strengths of design, such as understanding user experiences, ideation, rapid prototyping and visualization. It also discusses some weaknesses, such as high costs, lack of implementation skills, and failure to learn from other fields. Overall, it argues that design has potential to contribute when used as part of multidisciplinary teams that can address its limitations and learn from other approaches to innovation.
Design involves planning and creating visual communications to identify, inform, instruct, and promote ideas for specific purposes. It is a process of taming complexity, solving ill-defined problems, and devising courses of action to change existing situations into preferred ones for people. Good design is the most advanced yet acceptable solution according to the needs of users.
This document provides an agenda and background information for a design symposium on emerging design and future society. The symposium will include welcoming remarks, an overview of the theme, and presentations from six speakers including representatives from Hewlett-Packard, IDEO, Frog Design, and DesignAffairs. The speakers will address topics like the role of designers in emerging markets and societies, cultural influences on design, and how design can enhance quality of life and drive social change. A panel discussion will follow the presentations to field questions on these issues.
This document outlines a directed research project exploring disruptive strategies for problem solving. The hypothesis is that applying disruptive thinking interrupts habitual patterns and creates space for new interpretations. The methodology will involve techniques for disruption, identifying cliches, deviation, and analysis to develop systematic tools for changing perspectives and generating novel ideas. The goal is to enhance creativity and deliver original solutions.
This document provides an overview of a course on information design and interaction. The course covers design thinking, information design, and user experience design over 12 weeks. Key topics include visualizing data, dashboards, diagrams, storytelling techniques, and turning insights into prototypes. The document also discusses information design principles and how various visualization techniques can help communicate with stakeholders and facilitate decision making.
Repurposing OER through Learning-by-Design in Use - Presentation at the Open ...Marisa Ponti
This document discusses repurposing open educational resources (OER) through learning by design-in-use. It argues that OER should be underdesigned to allow for adaptation and modification by educators and learners over time. This can be done by providing editable source content and design options for how OER can be used. The document provides examples of websites like P2PU and Booktype that enable "forking" or copying OER to allow modifications. It concludes that broad participation in designing OER is important for supporting learning by design-in-use.
Best Practices for Interdisciplinary Design.Arturo Pelayo
This document discusses the benefits of anchoring interaction design in the best practices of instructional design. It argues that instructional design has a strong theoretical foundation from various fields that can help address challenges in areas like cross-cultural design. The document also discusses trends in outsourcing and how instructional design principles can help with intercultural communication issues that arise. Overall, the document advocates for the use of instructional design methodologies and standards to help advance fields like interaction design.
Platforms, Networks And Impact Of Open, Distributed And Collaborative Design ...Massimo Menichinelli
This document provides an introduction to the speaker, Massimo Menichinelli, and his research related to open, distributed, and collaborative design and making processes. It discusses platforms and networks that enable these types of processes. It covers topics like maker communities, open design processes, design documentation approaches, and analysis of interactions on platforms like GitHub and Twitter to map communities. It presents a proposed ontology and meta-design platform called OpenMetaDesign for modeling collaborative design processes. The goal is to better connect research and practice and facilitate open, distributed collaboration.
Design as Leadership: Exploring the TerrainRick Fox
In contrast to the notion of design as a form of self-expression, this presentation advocates that architects and design professionals view design as an act of leadership. It was prepared for a graduate seminar I lead at the Interior Designers Institute in Newport Beach California.
PROJECT INTERACTION is a 10-week program where students conceptualize designs to address issues in their community through an Understanding by Design approach. Students conduct market research like interviews and surveys to understand user needs, do ethnographic research through cultural probes to study human behavior, and use participatory design techniques like co-design to engage with users. They then brainstorm, prototype, test, and refine their design concepts. In the final week, students present their pitched design proposals to an audience seeking feedback on making their designs a reality.
Who need us. Inquiring about the par0cipatory practices of others and what it...Mariana Salgado
The document discusses participatory practices used by others outside of design, including community artists and activists. It summarizes interviews with six such practitioners. Their aims varied, with some focusing on encounters between participants rather than outcomes. Tools included participatory design methods as well as general discussion techniques. Facilitation styles differed, such as using performance. Views on documentation ranged from seeing it as disruptive to not considering future use. The document concludes that participatory designers can collaborate with and learn from other practitioners to stage more sustained and collaborative activities.
Who needs us? Inquiring about the participatory practices of others and what ...Mariana Salgado
This is a presentation in the conference organized by the European Academy of Design in Paris, France in April, 2015. The presentation is for a paper on the same title that can be also download from my profile in Slideshare. The paper was written with Joanna Saad-Sulonen
This document is a project report submitted by a group of students for their Design Engineering course. It includes sections typical of an engineering project report such as an introduction describing the team and project topic, research conducted including empathy mapping and problem definition, ideation canvases showing potential solutions, and a product development canvas outlining the proposed product. The report was submitted to fulfill the requirements for the subject of Design Engineering at the affiliated institute.
"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)
Creative Drive In Workshop: "Crossing Borders with Information DesignItamar Medeiros
This document outlines Itamar Medeiros' experience and work in information design over many years, including living in China from 2005-2012. It provides examples of Medeiros' blog posts on design, technology, and culture topics with a focus on visual communication issues in China. The document also references various other information design works and theorists.
The document summarizes the BA Design Degree Course at Naba, an Italian design school. It discusses what design is, what designers do, the educational methodology of learning by doing, and the curriculum. It also profiles the people who teach in the department of design and their specializations. Finally, it provides examples of student projects and collaborations between Naba design and industry.
Presented to the internal creative group at frog design in SF as a way to inform and inspire the team. This deck presents a new way to think about contextual inquiry, participatory design and the future of design research. For, With, and Through Design is a new lens from which to understand the design work that is being conducted at frog and elsewhere.
Sara Jones presented on information spaces for creative design. She discussed creativity research at City University London, including techniques used in creativity workshops like brainstorming. She described technologies like interactive surfaces and digitally augmented spaces that can support creativity. These include software tools, as well as the Creative Design Stations being developed at City University to support collaborative creativity through features like shared whiteboards, access to references, and creation of outputs. Future work involves further evaluating techniques and technologies through case studies.
Information architects and user experience designers have much to learn from (building) architects — if we can look beyond the "myth of the lone genius" and "ego-driven design". This short presentation was part of a panel at the 2011 IA Summit in Denver, CO.
Slides for a workshop for an audience of international journalists visiting DePaul University in Chicago, June 2016. Workshop learning objectives: 1) Increase understanding of a U.S. context for social media shifts in news production and consumption; 2) Learn practical ways to overcome “content shock;” 3) Apply social listening techniques to analyze ways in which U.S. and Georgian news outlets are covering current news (e.g. using Orlando Pulse nightclub terrorist attack as case study); and 4) Understanding of how to apply “design thinking” techniques to developing audience-centered social media strategy.
This document provides an overview of the U-CrAc program, which brings together students' creativity and industry challenges. It outlines the schedule for the first day, including an introduction to U-CrAc, a session on user-centered design and interdisciplinary work, and time for students to get to know their assigned teams and case partners. The program aims to apply students' skills and perspectives to real-world problems presented by industry partners.
Similar to Scaffolding Innovation Through Human-Centred Design (20)
PRESENTED AT UX AUSTRALIA DESIGN RESEARCH CONFERENCE 2017:
Design necessitates change. Whether it is slightly improving the way that things are done around here (incremental innovation), or coming up and implementing something completely new (radical innovation), design requires people to do things differently. Design is often focused on the what of the new and does not always consider the how. When external consultants and design teams are engaged to work on the discovery and design phases of programs, they are often divorced from implementation processes and must pass the ball back to the organisation and hope they kick a goal.
Design implementation can require changes to business processes, business models, organisational structures, marketing, branding and messaging. It requires change that rests upon the collective efforts of lots of different people, such as those that design products and services, to those that market them, to operations and finance, HR, distribution, and legal teams. Design implementation relies on social processes that take time, particularly within large organisations. After working hard to generate sound customer insights and design solutions, a gap between design and implementation processes can prevent organisations from delivering customer-centric services.
Like scaffolding, research informed design artefacts can support workers to do their work and contribute to collective outcomes. Using examples from private and public sector projects, Jax explains how design research can support organisational members implementing design and creating change within organisations. Lets turn the human-centred design lens back on ourselves and think about how we can provide organisations with design artefacts that are useful, usable and enabling.
Presentation about some work I did for the NSW Family and Community Service ChildStory program presented at the UTS Designing for the Common Good Symposium 2015.
This document outlines the story of Paul, a 53-year-old married man with 3 kids who has high blood pressure and hypertension. It discusses his motivations to stay healthy for his family, the barriers he faces like not always prioritizing his condition when he feels no symptoms, and his desire to find ways to better manage his health. The document presents opportunities for a company called Alere to help Paul stay on top of his health goals and regimen through technological solutions that fit with his abilities and schedule.
This presentation discusses why customer journey mapping is useful through a case study where they were used to inform the design of a mobile health app. It includes examples of various maps used for health and the design of other services.
This document discusses trends in health, behavior change, and technology. It provides examples of consumer health apps, describes how patient behaviors drive health outcomes, and outlines 7 guidelines for motivating behavior change using mobile technologies, including reminding people of their goals, fostering alliances, applying social influence, and contextual prompting. It also discusses trends like wearable technology, platforms for collecting and sharing health data, visualization of personal data, gamification of health activities, and the role of social elements in health apps and communities.
This document discusses human-centered design. It describes design as not just about making things, but as a process for solving complex problems in a collaborative way that is centered around human needs. Designers are seen as facilitators who help shape systems to meet the needs of all users, not just individual authors. The document outlines aspects of design practice like user experience design, service design, and human-centered design processes. It emphasizes understanding user needs, goals, and context of use through research methods like interviews and journey mapping. Design is presented as a way to generate possibilities and solutions across different levels from components to communities through representations and models that support human-centered innovation.
The document discusses user-centered design (UCD) and how it aims to design products and services based on understanding user needs. It outlines the UCD process, which involves understanding users, designing based on research findings, and evaluating designs. Key aspects of UCD include contextual research methods to understand users, creating personas and scenarios to represent users, collaborative design, and prototype testing. The goal of UCD is to design with empathy for users and in the context of how products will actually be used.
The document discusses human-centered design, co-design, and how they can be applied within government. It notes that significant global challenges exist that require new solutions and innovations. Co-design aims to involve future users in the design process to better understand their needs. The document also discusses how the UK Design Council was created to promote design-led innovation and how experience-based design has been operationalized within the UK National Health Service.
The document discusses the importance of usability in technology products and services. It defines usability as improving the user experience. It notes that if a system is difficult to use, people will leave. The document outlines key factors of usability like copy, information architecture, interaction design, and visual design. It discusses Jakob Nielsen's 10 usability heuristics which include visibility of system status, match between system and real world, user control and freedom, consistency and standards, error prevention, recognition over recall, flexibility and efficiency of use, aesthetic and minimalist design, help users recognize errors, and help and documentation. It emphasizes the importance of user-centered design and making sure products are usable.
This document provides a summary of websites that Jax Wechsler worked on between 2007-2009. It lists each client, URL, launch date, key features, and comments for 14 different projects. The projects cover a wide range of clients and industries including events, non-profits, education, and magazines. Features included content management systems, blogs, forums, calendars, maps, videos, and galleries.
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Scaffolding Innovation Through Human-Centred Design
1. SCAFFOLDING INNOVATION THROUGH
HUMAN-CENTRED DESIGN
By Jacqueline Wechsler
University of Technology Sydney, Australia
Jax@jaxinteractive.com
Wednesday, 17 April 13
2. Post-graduate Research
Masters of Information Technology (Research)
University of Technology Sydney, Australia.
http://www.flickr.com/photos/remeya/1671158725/
Wednesday, 17 April 13
4. HCD & Artefacts
• Human-centred Design used by : service designers, UX designers, ‘design
thinkers’, strategic designers, interaction designers etc.
• Artefact Examples : proto-types, personas, journey maps, process-flows,
wire-frames, service blue-prints, conceptual designs etc.
http://www.flickr.com/photos/7317295@N04/6868882248/sizes/k/in/photostream/
Wednesday, 17 April 13
5. Innovation & Artefacts : Literature
• Collaboration - ‘design language’ (e.g. Sanders 1999), ‘Boundary
Objects’ (Star & Greismeyer 1999), ‘Mediating Artefacts’ (Engestrom 1999)
• Communicate design knowledge
• Probes / things to think and talk with (e.g. Gaver 1998, Goldschmidt 2003).
• Conscription & persuasion devices: (e.g. Henderson 1999, Wenger 2000).
http://www.flickr.com/photos/34791101@N07/4259105924/
Wednesday, 17 April 13
6. Innovation Work is Social
Innovation requires collaboration & advocacy from multiple
actors within the organisation across different organisational
boundaries (e.g. Fagerberg, Mowery & Nelson 2005).
Fagerberg, J., Mowery, D.C., & Nelson, R.R (eds.) (2005), The Oxford Handbook of
Innovation, Oxford University Press, Oxford, UK.
Wednesday, 17 April 13
7. Scaffold noun
“A temporary platform, either supported from
below or suspended from above, on which
workers sit or stand when performing tasks at
heights above the ground.”
SRC: The American Heritage Dictionary of the English Language, 2000
http://www.flickr.com/photos/7317295@N04/6868882248/sizes/k/in/photostream/
Wednesday, 17 April 13
8. Innovation
Radical “a change of frame (‘doing what we did not do before’)”
vs.
Incremental “improvements within a given frame of solutions”
Norman, D. A., & Verganti, R. 2012, "Incremental and Radical Innovation: Design Research Versus
Technology and Meaning Change” http://precipice-design.intuitwebsites.com/
Norman___Verganti__Design_Research___Innovation-18_Mar_2012.pdf
Wednesday, 17 April 13
9. 96% of radical innovation
initiatives fail
- Larry Keeley, President of the Doblin Group
Norman, D. A., & Verganti, R. 2012, "Incremental and Radical Innovation: Design Research Versus
Technology and Meaning Change” http://precipice-design.intuitwebsites.com/
Norman___Verganti__Design_Research___Innovation-18_Mar_2012.pdf
Wednesday, 17 April 13
10. Innovation
Radical “a change of frame (‘doing what we did not do before’)”
vs.
Incremental “improvements within a given frame of solutions”
Norman, D. A., & Verganti, R. 2012, "Incremental and Radical Innovation: Design Research
Versus Technology and Meaning Change” http://precipice-design.intuitwebsites.com/
Norman___Verganti__Design_Research___Innovation-18_Mar_2012.pdf
Wednesday, 17 April 13
11. Design-led Innovation
In 2011 the European Commission launched the European Design
Innovation Initiative (EDII) stated:
““by 2020, design is a fully acknowledged, well-known,
well-recognised element of innovation policy across Europe”
Peter Droll, European Commission, speaking at the SEE conference, 29 March 2011
http://www.flickr.com/photos/toasty/1540997910/
Wednesday, 17 April 13
12. Todays’ Designer
The ‘objects of design’ (Dorst 2008) are changing (e.g. Buchanan 2009).
The new role for the designer:
“…connectors and facilitators, as quality producers, as
visualisers and visionaries, as future builders (or co-producers).
Designers as promoters of new business models.
Designers as catalysers of change”
(Manzini, 2009, p. 11).
http://www.flickr.com/photos/bikolabs/3194572584/sizes/l/in/photostream/
Wednesday, 17 April 13
13. New Types of Design Knowledge
“to stimulate and steer strategic discussions, to be applied in a
variety of specific projects, to help understand what we are doing or
could do. This knowledge has to be explicit (to be clearly expressed
by whoever produces it), discussable (to permit the exchange of
opinions among many interested interlocutors), transferrable (to be
applicable by other designers) and possible to accumulate (to form a
reservoir of design knowledge that could be the starting point for
producing further knowledge by other researchers).”
Manzini, E. 2009, "New Design Knowledge.”, Design Studies, vol. 30, no. 1 , p. 12.
Wednesday, 17 April 13
15. Design Practice
is social
e.g. Bucciarelli, L.L. (1994), Designing Engineers, MIT Press Cambridge MA, USA
Wednesday, 17 April 13
16. Design Practice
requires the production of artefacts
Wednesday, 17 April 13
17. Design Practice is Contextual
CONTEXT Project Context
Designers Experience
ARTEFACTS
CONTECT
Audiences
Organisational Context
Wednesday, 17 April 13
18. An Opportunity?
Can designers help to scaffold innovation
within organisations through the delivery of
consciously crafted design representations
which can be used by staff members to enable
and facilitate service improvement initiatives?
Wednesday, 17 April 13
19. Key Considerations
• Considering the context surrounding innovation initiatives
• Making deliverables use-ful for others
Wednesday, 17 April 13
20. The Case-Study Project
Project Brief: Improve the ordering capabilities for a group of B2B customers
through the online channel using human-centred design approaches.
Organisation: • Large Australian organisation with 40,000 staff
• Strategic drive to be more customer-centred
• Heavily silo-ed with distributed work-force
My Role: Lead designer on project on a 6 month contract
Wednesday, 17 April 13
21. Research Data
CONTEXTUAL
FACTORS
Participant Observations Qualitative Interviews
> Rationale for design decisions > Other practitioners
> Influential factors ARTEFACTS > Recipients of the artefacts
The different sources of data used within this inquiry
Wednesday, 17 April 13
22. Activity Theory
Model of an Activity System (adapted from Engestrom’s model in Engestrom, Y.
1999, Perspectives on Activity Theory, p.30)
Wednesday, 17 April 13
23. Artefacts as mediating objects
Considering the artefacts in relationship to
inter-linked Activity Systems i.e.
> individual
> project
> team
> organisational activity systems
Wednesday, 17 April 13
24. Artefact Examples (www)
Video Prototype
Research Videos Customer Journey Maps
(Animated wire-frames)
Christian [ Strategic IT Partner ] PRODUCT TYPE
“As IT partners we need different processes to simplex (traditional) complex (data)
traditional dealers...there is money in data solutions.”
SPECIFIC PRODUCTS
Age: 32 TIPT, TID, Next IP, T-Suite, Video Conferencing, MDN,
Role: Data Sales Specialist at Futureproof IT NCS, Cloud
Residence: Westend, Brisbane. TELSTRA SYSTEMS
Family Status: Single no kids (lives with girl-friend) eForm, DTP, Retail Live, Netcracker, All4Biz., CustData
“Customers [via AEs] come to us Goals Pain-points
with a problem...we design and + Increase sales (and increased commissions) + Ordering process is too manual and time-consuming
implement a solution to solve it.”” + Growth of his own client portfolios + Inefficient pre-sales support
+ Provide value and expertise for his clients + Manual management of opportunities (lack of a CRM )
“We have excellent technical + Awareness of new IT/comms technologies/products + Payment of commissions is poor
knowledge...we train Telstra more + Lack of access to customer information
than they train us.” Needs: + Getting blamed by Telstra for issues when it is their fault
+ Information, training and collatoral about Telstra products
+ Passwords to Retail Live expire every 30 days
“ICT channel managers really hold + Streamlined ordering and provisioning of products
things together as there is a real + Visibility of order related information (tracking, status etc.)
lack of support from within Telstra.” + A way to easily manage commissions Work Responsibilities
+ Better pre-sales support / CRM capabilities + Recommend and sell data solutions
“The majority of my sales leads + Easy collaboration with Telstra and other vendors to manage + Technical design of data solutions
come from Telstra...We see Telstra projects + Management of integration of multiple products from
as a partner not as a competitor.” multiple vendors utilising Telstra infrastructure
Telstra Touch Points + Stay up to date about new products
+ Telstra AEs and Project Managers + Keep up to date with trends in IT business solutions
Employer: Futureproof IT + ICT Channel Manager
+ Distributors (utilsed for provisioning)
Futureproof are a strategic IT partner How Telstra Can Support Him Better
+ Telstra Technical Communication Consultants (TCC)
based in Brisbane. They partner with + Marketing collateral and training for new products pro-
+ Retail Live
Cisco, Mircrosoft and Dell. They offer @ vided before or at time of product launch
clients integrated cloud based busi- Touch-points + CRM tool to help him manage Telstra sales leads
ness solutions providing network, (customer information, the associated AE, TB /TEG? etc.)
infrastructre and IT design expertise. PRE-SALES X X X X + More streamlined and less manual ordering processes
Their primary sales leads come from SALES X X X X + Improved commission processes / faster payment
Microsoft and Telstra and their clients
are mainly assigned medium to en-
ORDERING X X X X + Tracking capability for orders
+ Make it easy to for him to collaborate & manage de-
terprise business customers.
PROVISIONING X X pendencies with Telstra and other vendors for his orders
COMMISSIONS X X X
Personas Info-graphics
Wednesday, 17 April 13
25. Example : Research Videos
What?
Animated videos showing verbatim quotes gathered from interviews about the
experiences of customers with current ordering processes
Why?
Communicate to the organisation that there was a need for improvement.
Use:
• Shown to a senior executive mid-way through the project
in order to get engagement from him and his staff.
• Shown to the CEO and executive members as a
persuasive device to gain buy-in for the initiative.
• Shown to new call centre staff to increase empathy for the
customer.
Wednesday, 17 April 13
26. Example : Info-graphics
What?
An info-graphic was delivered which illustrated:
• the number of in-coming support calls that came to the call centre that serviced these
customers,
• information about the financial revenue this group brought into the organisation per
product, and
• the number of members of this group per state.
Why?
• To illustrate the importance of this customer group in relation to
revenue generation as well as the potential to reduce order related
enquiry to the call-centre.
• Change internal perception : Internally these customers were not
valued by staff as they were seen as competitors to the internal
sales team.
Use:
• This info-graphic was shared by some managers to their staff via email
(PDF format).
• It was used within a road-show to sales staff that manage these
customers.
Wednesday, 17 April 13
27. The artefacts were described as: Re: [i.e. videos & info-graphic]
“succinct”, “visually memorable”, “fresh “It’s almost viral in a sense because you
and accessible” and can be “used by any have a snack sized asset you can pass
stakeholder at any level” around to people. So in terms of changing
the culture that’s a very nice way to do it.”
ARTEFACTS : STAFF PERCEPTION
“they help to bring not only awareness but
to create interest and it may help to
! “Using these kinds of artefects and influence stakeholders in the right way.”
frameworks could possibly help keep the
customers and the users front of mind…”
Wednesday, 17 April 13
28. Artefact Qualities
• Useful - effective boundary objects / mediating artefacts
• Accessible - understandable by broad audiences
• Shareable - easy to share and re-use
• Relevant - relevant to broad audience groups
• Communicative - represent current state and illustrate possible improved states
• Persuasive - enlist participation & generate interest for the initiative in order to
get funding for the initiative.
Wednesday, 17 April 13
29. Scaffolding Innovation
It can be advantageous to consider design artefacts as
mediating objects that can inform innovation initiatives in various ways.
Wednesday, 17 April 13
30. Scaffolding Innovation
• These include;
• the provision of models and frameworks for collaboration and
conversation between members of different functional groups;
• as mechanisms to bring the perspective of the customer into the
organisation;
• as well as the provision of visualisations that make complex
non-tangible systems and services seem more tangible.
http://www.flickr.com/photos/vroomvroommm/3543724889/
Wednesday, 17 April 13
31. Scaffolding Innovation
By considering the context in which a design artefect functions, artefects
can be crafted by designers to support and scaffold the innovation efforts
of individuals and groups within organisational settings.
http://www.flickr.com/photos/bikolabs/3194572156/sizes/l/in/photostream/
Wednesday, 17 April 13
32. The Opportunity
A real opportunity exists for designers to help facilitate and support
innovation within organisational contexts through the delivery of
consciously crafted design artefects.
http://www.flickr.com/photos/alveart/6346803873/in/photostream/
Wednesday, 17 April 13
34. References
Bucciarelli, L.L. (1994), Designing Engineers, MIT Press Cambridge MA, USA.
Dorst, C H. (2008), “Design Research: A Revolution-Waiting-To-Happen", Design Studies, Vol. 29, No. 1, pp. 4-11
Droll, P. (2011), European Commission, speaking at the SEE conference, Retrieved 03 29 2011, from http://
www.seeplatform.eu/
Engeström, Y. (1999), “Innovative learning in work teams: analysing cycles of knowledge creation in practice”, in
Enegström, Y., Miettinen, R., Punamäki, R.L., (eds.), Perspectives on Activity Theory, Cambridge University Press,
Cambridge, USA, pp. 377-406.
European Commission (2009), Challenges for EU support to innovation in services - Fostering new markets and jobs
through innovation, Commission Staff Working Document, SEC(2009)1195,
Fagerberg, J., Mowery, D.C., & Nelson, R.R (eds.) (2005), The Oxford Handbook of Innovation, Oxford University Press,
Oxford, UK.
Houghton Mifflin Company (2000), Fourth Edition, The American Heritage Dictionary of the English Language, Houghton
Mifflin Company. Updated in 2009.
Manzini, E. (2009), "New Design Knowledge.”, Design Studies, Vol. 30, No. 1 , pp.4-12.
Margolin V. (2002). The Politics of the Artificial: Essays on Design and Design Studies, University of Chicago Press,
Chicago, USA.
Norman, D. A., & Verganti, R. (2012), "Incremental and Radical Innovation: Design Research Versus Technology and
Meaning Change”, Retrieved 05 03 2012, from http://precipice-design.intuitwebsites.com/
Norman___Verganti__Design_Research___Innovation-18_Mar_2012.pdf
Sanders, E.B.N. (1999), “Design for Experiencing: New Tools” in Overbeeke, C.J. and Hekkert, P. (Eds.), in Proceedings of
the First International Conference on Design and Emotion, TU Delft.
Sanders, E B N. (2006), "Design Research in 2006." Design Research Quarterly, Vol.1, No. 1, pp 1-8.
Star, S.L., and James R Griesemer, J.R., (1989), "Institutional Ecology, 'Translations' and Boundary Objects: Amateurs and
Professionals in Berkeley's Museum of Vertebrate Zoology”, Social Studies of Science, vol. 19, no. 3, pp 1907-39.
Wednesday, 17 April 13