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
Who need us? Inquiring into the participatory practices of others and what th...Mariana Salgado
This presentation was used in EAD 2015 to present the paper: Who needs us? Inquiring into the participatory practices of others and what they mean for participatory designers. Paris, France
My chosen subject is focused primarily on understanding the Participatory Design process and methodology and how aspects of it can be applied in a graphic design context. Therefore outlined below is an annotated bibliography that presents several relevant text on this subject.
The socio economic impact of creative products and services developing the cr...Joana Cerejo
The socio-economic impact of creative products/services: developing the creative industries through design thinking.
Design thinking, although it has been growing in popularity, is still seen with some distrust, given that its impact is difficult to quantify and its benefits are subjective. This paper wants to address that distrust and contribute to clear it by providing some information about what it can do for companies by taking a look at creative products and services. First, we review the meaning of creative products and services, the concept of innovation, introduce design and some of its applications, as well as its economic impact and move to the meaning of design thinking. Second, we discuss the literature review and establish our findings. Finally, we end with our conclusions and contributions.
Doing Co-design: What, why, with whom and howPenny Hagen
Talk presented by Penny Hagen and Natalie Rowland for UX Australia 2013 in Melbourne.
In co-design those impacted by the proposed design are actively involved as partners in the design process. Co-design is being used in government, community and health sectors to extend traditional consultation methods and increase program reach and impact. Co-design approaches are also being used by corporates to engage internal stakeholders and customers, identify new service opportunities and improve existing ones. But what is it, why do it and how?
When ‘doing’ co-design, the role of the designer becomes one of facilitator: enabling participation, designing the right triggers, questions and scaffolds in which meaningful and effective participation can occur. Getting this right can be challenging and raise a few interesting questions along the way.
In this presentation we will share our approach to co-design developed over the last eight years working with a range of organisations in Australia and New Zealand. The presentation will draw upon case studies such as the design of HIV testing services with Australian men, the design of service strategies and mental health programs with young people and mental health professionals and an organisational wide co-design training for program for librarians, aimed at preparing them to become co-designers themselves.
The presentation will cover the key principles and framework we apply in designing co-design workshops, favourite activities for involving and priming groups of people for productive participation as well as tips and considerations for doing co-design in dynamic, sensitive and political situations.
We will also explore questions raised by co-design such as:
How creative can ‘users’ be?
What level of influence do ‘users’ have?
What happens to the expertise of the ‘designer’?
How far can we/should we take it?
How do you know when you (or the organisation you are working with) are ready adopt a co-design approach?
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
Who need us? Inquiring into the participatory practices of others and what th...Mariana Salgado
This presentation was used in EAD 2015 to present the paper: Who needs us? Inquiring into the participatory practices of others and what they mean for participatory designers. Paris, France
My chosen subject is focused primarily on understanding the Participatory Design process and methodology and how aspects of it can be applied in a graphic design context. Therefore outlined below is an annotated bibliography that presents several relevant text on this subject.
The socio economic impact of creative products and services developing the cr...Joana Cerejo
The socio-economic impact of creative products/services: developing the creative industries through design thinking.
Design thinking, although it has been growing in popularity, is still seen with some distrust, given that its impact is difficult to quantify and its benefits are subjective. This paper wants to address that distrust and contribute to clear it by providing some information about what it can do for companies by taking a look at creative products and services. First, we review the meaning of creative products and services, the concept of innovation, introduce design and some of its applications, as well as its economic impact and move to the meaning of design thinking. Second, we discuss the literature review and establish our findings. Finally, we end with our conclusions and contributions.
Doing Co-design: What, why, with whom and howPenny Hagen
Talk presented by Penny Hagen and Natalie Rowland for UX Australia 2013 in Melbourne.
In co-design those impacted by the proposed design are actively involved as partners in the design process. Co-design is being used in government, community and health sectors to extend traditional consultation methods and increase program reach and impact. Co-design approaches are also being used by corporates to engage internal stakeholders and customers, identify new service opportunities and improve existing ones. But what is it, why do it and how?
When ‘doing’ co-design, the role of the designer becomes one of facilitator: enabling participation, designing the right triggers, questions and scaffolds in which meaningful and effective participation can occur. Getting this right can be challenging and raise a few interesting questions along the way.
In this presentation we will share our approach to co-design developed over the last eight years working with a range of organisations in Australia and New Zealand. The presentation will draw upon case studies such as the design of HIV testing services with Australian men, the design of service strategies and mental health programs with young people and mental health professionals and an organisational wide co-design training for program for librarians, aimed at preparing them to become co-designers themselves.
The presentation will cover the key principles and framework we apply in designing co-design workshops, favourite activities for involving and priming groups of people for productive participation as well as tips and considerations for doing co-design in dynamic, sensitive and political situations.
We will also explore questions raised by co-design such as:
How creative can ‘users’ be?
What level of influence do ‘users’ have?
What happens to the expertise of the ‘designer’?
How far can we/should we take it?
How do you know when you (or the organisation you are working with) are ready adopt a co-design approach?
Presentatie ecare summerschool Ghent 2014 An Jacobs
In this presentation we start with explaining the necessity of a user centered approach of any e-care solution. In the past users where only consulted when a product was almost finished at the end of a development trajectory when making changes cost a lot of money. Today another approach is becoming the best practice of R&D: user centered design. In the care domain this brings some extra challenges towards the inclusion of vulnerable people as well as overburdened care professionals. Adapted UCD strategies are thus appropriate. Illustrated with examples from own research experiences in e care R&D projects, we reflect on the essential steps, pitfalls and solutions to integrate a user centered approach in your future eCare project.
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.
Between products and services: Innovation towards (and through) experiencePatrícia Lima
This position paper intends to discuss the emergence of innovation through design practices. Based on Donald Schön’s [4] notion of reflection on action, it makes sense of a practitioner role during a multidisciplinary and multicultural Innovation Camp. It draws essentially upon experience as a purpose of innovation, pointing out that what to design is (or should be) driven by why and who design for.
This presentation is about my PhD journey in between Cranfield University and Loughborough University, Started in 2005, and thesis was published in 2011 under the supervision of Dr Emma Dewberry
"Codesign Tools and Techniques” - Alessio Ricconois3
World Usability Day Rome 2015 - intervento di Alessio Ricco
~
Il codesign é una metodologia di progettazione che coinvolge direttamente gli stakeholder rendendoli parte attiva del processo di design per poter realizzare insieme un prodotto usabile e che sia aderente alle loro aspettative. Vedremo alcuni degli strumenti che il facilitatore puó utilizzare per migliorare il processo di collaborazione, di dialogo e ascolto all’interno del team di progettazione.
¿Quién nos necesita? Indagación sobre las prácticas participativas de otros y...Mariana Salgado
Traducción de un artículo publicado en European Academy of Design Conference, Paris, 2015. Original title: 1
INSTITUTO DE ENSEÑANZA SUPERIOR EN LENGUAS VIVAS
“JUAN R. FERNÁNDEZ”
TRADUCTORADO EN INGLÉS
RESIDENCIA
Prof. Paula Grosman
Who Needs Us? Inquiring into the participatory practices of others and what they mean for participatory designers.
En este artículo, se analiza el caso de estudio de una experiencia llevada a cabo en Buenos Aires, Argentina durante 2010. El Centro Metropolitano de Diseño (CMD) decidió crear un taller para explorar y fabricar productos de bambú en línea con la campaña de la ciudad para promover la adopción de principios ecológicos. Posteriormente, las diseñadoras que trabajamos en ese centro nos enteramos de que el Gobierno de la Provincia de Buenos Aires estaba implementando un proyecto cuyo objeto era promover el desarrollo del bambú en la región. Ambas instituciones unieron fuerzas y planificaron una iniciativa de colaboración. Así, cuarenta diseñadores provenientes de distintas disciplinas se reunieron para realizar productos con bambú con el apoyo de las dos instituciones.
En este artículo mostramos los obstáculos y las oportunidades surgidos durante la colaboración y hacemos hincapié en las posibilidades que abre nuestro proyecto respecto de la agenda futura. Abordamos las siguientes preguntas: ¿Cómo podrían las políticas gubernamentales motivar el diseño sostenible en los países en desarrollo desde el punto de vista de los diseñadores? ¿Cómo podrían las políticas fortalecer la colaboración si el objetivo es la sostenibilidad?
Apertura, inclusión y participación en museosMariana Salgado
Uno de los supuestos que comparten algunos miembros de la comunidad de los museos es el beneficio de abrir el museo a públicos nuevos y compartir los roles de curaduría con esos públicos. En este artículo, develo el trasfondo de ese supuesto y señalo ciertas cuestiones relacionadas con la idea de lo abierto para su consideración futura.
Un museo abierto es un ideal que parece nuevo y revolucionario en el contexto de instituciones tan tradicionales como los museos. No obstante, los investigadores del campo de los museos han considerado desde hace mucho su contribución como abridores de nuevas oportunidades, aunque usaron un vocabulario distinto. En la comunidad de los museos, la inclusión y la accesibilidad ya son valores establecidos y buscados. La inclusión se centra en las personas y la participación, en las prácticas. Entonces, ¿proponemos algo nuevo al hablar de lo abierto en esta comunidad o solo estamos actualizando el vocabulario? Por consiguiente, la pregunta principal de este artículo es a qué innovación nos referimos cuando hablamos de un museo abierto. La respuesta a esa pregunta pretende clarificar además los supuestos que comparte la comunidad de los museos con respecto a la apertura.
Sostengo que es necesario acoger la inclusión y la participación como pilares del museo abierto, no solo porque son valores ya aceptados, sino porque pueden darle al debate sobre la apertura el trasfondo necesario y posibilidades de sostenibilidad. Al analizar el camino recorrido desde las prácticas participativas e inclusivas, emergerá una cultura de lo abierto de entre los museos.
Tensiones en la participación: Un estudio de caso en el museo Mariana Salgado
En este trabajo se explora cómo superar las tensiones en la participación en las exposiciones de los museos. Para ello, se presenta y se analiza un estudio de caso en el cual participé como diseñadora de interacción, correspondiente a una muestra en el Design Museum de Helsinki que tuvo lugar en 2008. El análisis se centra en las tensiones en la participación que surgieron en el estudio de caso. Más que meros problemas, las tensiones representaron significantes valiosos. Esas tensiones señalaron desafíos y oportunidades clave en relación con diferentes estrategias pensadas para establecer un vínculo con la comunidad del museo.
"You could have told me". oration on the Design of Interactive Pieces for Mus...Mariana Salgado
In this paper we seek to disentangle the reasons that limit collaborations between museums and universities. Our standpoint is that collaboration is desired by both organizations as it could lead to richer outcomes in the design and research of new technologies in museums. However, little attention is paid to how this kind of collaboration actually happens and how it could be enhanced. This is why our focus is on teamwork, especially in the particularities of the collaboration of external design-researchers and museum professionals. This paper examines the collaboration between a university and a museum, in a situation in which these institutions collaborate in the production of interactive artefacts for exhibition space. As in other cases, collaboration between museums and other institutions is not always easy: participants of collaborations have expectations and needs that are far from obvious to everyone. In this paper, we present a case study on a course on Public Space and Social Inclusion, organized by the Museum of Science in Trento (Italy) and the EIT ICT Labs Doctoral School. During the course, the participants developed a set of original ideas to explore possible ways for the museum to become a cultural hub, and to look into the role it can play for community building. This case study gave us the opportunity to delve deep into the dynamics of the interactions between museum and university partners involved in a collaborative process. We conducted and analysed interviews with university representatives and museum staff to discover how they experienced the collaboration and what they were expecting from it. Analysing these interviews, we observed the need to follow three principal elements for a successful collaboration. Partners have to start together a collaboration planning in advance their intention and moments for exchanging mutual feedback and systematically review the project. Partners should plan their collaboration in advance, explicating their expectations for the project and setting dates for exchanging mutual feedback to review the project systematically. Time management is crucial. It is important to make clear which deadlines are fixed and which flexible, when it is time for deep reflection and when there’s a need for hurried action. In general, the participants would benefit from communicating their working practices and talking frankly about their expectations.
Esta es la traducción del artículo publicado en el 2006 como parte de la Conferencia Museums and the Web. El original de este artículo se puede ver en http://www.archimuse.com./mw2006/papers/salgado/salgado.html
Presentatie ecare summerschool Ghent 2014 An Jacobs
In this presentation we start with explaining the necessity of a user centered approach of any e-care solution. In the past users where only consulted when a product was almost finished at the end of a development trajectory when making changes cost a lot of money. Today another approach is becoming the best practice of R&D: user centered design. In the care domain this brings some extra challenges towards the inclusion of vulnerable people as well as overburdened care professionals. Adapted UCD strategies are thus appropriate. Illustrated with examples from own research experiences in e care R&D projects, we reflect on the essential steps, pitfalls and solutions to integrate a user centered approach in your future eCare project.
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.
Between products and services: Innovation towards (and through) experiencePatrícia Lima
This position paper intends to discuss the emergence of innovation through design practices. Based on Donald Schön’s [4] notion of reflection on action, it makes sense of a practitioner role during a multidisciplinary and multicultural Innovation Camp. It draws essentially upon experience as a purpose of innovation, pointing out that what to design is (or should be) driven by why and who design for.
This presentation is about my PhD journey in between Cranfield University and Loughborough University, Started in 2005, and thesis was published in 2011 under the supervision of Dr Emma Dewberry
"Codesign Tools and Techniques” - Alessio Ricconois3
World Usability Day Rome 2015 - intervento di Alessio Ricco
~
Il codesign é una metodologia di progettazione che coinvolge direttamente gli stakeholder rendendoli parte attiva del processo di design per poter realizzare insieme un prodotto usabile e che sia aderente alle loro aspettative. Vedremo alcuni degli strumenti che il facilitatore puó utilizzare per migliorare il processo di collaborazione, di dialogo e ascolto all’interno del team di progettazione.
¿Quién nos necesita? Indagación sobre las prácticas participativas de otros y...Mariana Salgado
Traducción de un artículo publicado en European Academy of Design Conference, Paris, 2015. Original title: 1
INSTITUTO DE ENSEÑANZA SUPERIOR EN LENGUAS VIVAS
“JUAN R. FERNÁNDEZ”
TRADUCTORADO EN INGLÉS
RESIDENCIA
Prof. Paula Grosman
Who Needs Us? Inquiring into the participatory practices of others and what they mean for participatory designers.
En este artículo, se analiza el caso de estudio de una experiencia llevada a cabo en Buenos Aires, Argentina durante 2010. El Centro Metropolitano de Diseño (CMD) decidió crear un taller para explorar y fabricar productos de bambú en línea con la campaña de la ciudad para promover la adopción de principios ecológicos. Posteriormente, las diseñadoras que trabajamos en ese centro nos enteramos de que el Gobierno de la Provincia de Buenos Aires estaba implementando un proyecto cuyo objeto era promover el desarrollo del bambú en la región. Ambas instituciones unieron fuerzas y planificaron una iniciativa de colaboración. Así, cuarenta diseñadores provenientes de distintas disciplinas se reunieron para realizar productos con bambú con el apoyo de las dos instituciones.
En este artículo mostramos los obstáculos y las oportunidades surgidos durante la colaboración y hacemos hincapié en las posibilidades que abre nuestro proyecto respecto de la agenda futura. Abordamos las siguientes preguntas: ¿Cómo podrían las políticas gubernamentales motivar el diseño sostenible en los países en desarrollo desde el punto de vista de los diseñadores? ¿Cómo podrían las políticas fortalecer la colaboración si el objetivo es la sostenibilidad?
Apertura, inclusión y participación en museosMariana Salgado
Uno de los supuestos que comparten algunos miembros de la comunidad de los museos es el beneficio de abrir el museo a públicos nuevos y compartir los roles de curaduría con esos públicos. En este artículo, develo el trasfondo de ese supuesto y señalo ciertas cuestiones relacionadas con la idea de lo abierto para su consideración futura.
Un museo abierto es un ideal que parece nuevo y revolucionario en el contexto de instituciones tan tradicionales como los museos. No obstante, los investigadores del campo de los museos han considerado desde hace mucho su contribución como abridores de nuevas oportunidades, aunque usaron un vocabulario distinto. En la comunidad de los museos, la inclusión y la accesibilidad ya son valores establecidos y buscados. La inclusión se centra en las personas y la participación, en las prácticas. Entonces, ¿proponemos algo nuevo al hablar de lo abierto en esta comunidad o solo estamos actualizando el vocabulario? Por consiguiente, la pregunta principal de este artículo es a qué innovación nos referimos cuando hablamos de un museo abierto. La respuesta a esa pregunta pretende clarificar además los supuestos que comparte la comunidad de los museos con respecto a la apertura.
Sostengo que es necesario acoger la inclusión y la participación como pilares del museo abierto, no solo porque son valores ya aceptados, sino porque pueden darle al debate sobre la apertura el trasfondo necesario y posibilidades de sostenibilidad. Al analizar el camino recorrido desde las prácticas participativas e inclusivas, emergerá una cultura de lo abierto de entre los museos.
Tensiones en la participación: Un estudio de caso en el museo Mariana Salgado
En este trabajo se explora cómo superar las tensiones en la participación en las exposiciones de los museos. Para ello, se presenta y se analiza un estudio de caso en el cual participé como diseñadora de interacción, correspondiente a una muestra en el Design Museum de Helsinki que tuvo lugar en 2008. El análisis se centra en las tensiones en la participación que surgieron en el estudio de caso. Más que meros problemas, las tensiones representaron significantes valiosos. Esas tensiones señalaron desafíos y oportunidades clave en relación con diferentes estrategias pensadas para establecer un vínculo con la comunidad del museo.
"You could have told me". oration on the Design of Interactive Pieces for Mus...Mariana Salgado
In this paper we seek to disentangle the reasons that limit collaborations between museums and universities. Our standpoint is that collaboration is desired by both organizations as it could lead to richer outcomes in the design and research of new technologies in museums. However, little attention is paid to how this kind of collaboration actually happens and how it could be enhanced. This is why our focus is on teamwork, especially in the particularities of the collaboration of external design-researchers and museum professionals. This paper examines the collaboration between a university and a museum, in a situation in which these institutions collaborate in the production of interactive artefacts for exhibition space. As in other cases, collaboration between museums and other institutions is not always easy: participants of collaborations have expectations and needs that are far from obvious to everyone. In this paper, we present a case study on a course on Public Space and Social Inclusion, organized by the Museum of Science in Trento (Italy) and the EIT ICT Labs Doctoral School. During the course, the participants developed a set of original ideas to explore possible ways for the museum to become a cultural hub, and to look into the role it can play for community building. This case study gave us the opportunity to delve deep into the dynamics of the interactions between museum and university partners involved in a collaborative process. We conducted and analysed interviews with university representatives and museum staff to discover how they experienced the collaboration and what they were expecting from it. Analysing these interviews, we observed the need to follow three principal elements for a successful collaboration. Partners have to start together a collaboration planning in advance their intention and moments for exchanging mutual feedback and systematically review the project. Partners should plan their collaboration in advance, explicating their expectations for the project and setting dates for exchanging mutual feedback to review the project systematically. Time management is crucial. It is important to make clear which deadlines are fixed and which flexible, when it is time for deep reflection and when there’s a need for hurried action. In general, the participants would benefit from communicating their working practices and talking frankly about their expectations.
Esta es la traducción del artículo publicado en el 2006 como parte de la Conferencia Museums and the Web. El original de este artículo se puede ver en http://www.archimuse.com./mw2006/papers/salgado/salgado.html
This working papers were published by the University of Art and Design Helsinki, in 2003. They are the working papers nro 26. Edited by Andrea Botero and Heli Rantavuo. The paper: Interface Design and Usability Testing in the Digital Facsimile of Map of Mexico 1550, is part of this publication.
Compilaiton of Cultural accesibility projectsMariana Salgado
This short description of The Secret Life of Objects was published as part of the compilation of Cultural Accessibility Projects.(April 2008). Turku. Finland. It was presented in the From Monologue to Dialogue. European Year of Intercultural Dialogue.
En diálogo con personas con discapacidad visualMariana Salgado
El tema del presente artículo son las herramientas utilizadas para diseñar soluciones accesibles en el contexto de las exposiciones de un museo. El artículo está enfocado en el uso de piezas de arcilla en dos talleres de diseño participativo organizados en el Ateneum Art Museum en 2005. Además, presentamos la manera en que utilizamos tarjetas y diagramas de afinidad para analizar los resultados. Basándonos en esos diagramas, describimos algunos de los aspectos que las personas con discapacidad visual consideran importantes para las exposiciones.
Mediante el análisis de las piezas de arcilla y de las interpretaciones orales de los participantes, se examinan las percepciones de las personas con discapacidad visual en el contexto de los museos. Las emociones y el espacio fueron los temas centrales que surgieron del proceso de organización de los talleres y de tratar de comprender el material recolectado. A partir de ese análisis, formulamos sugerencias preliminares para planificar diálogos futuros con personas con discapacidad visual en este contexto particular.
Codiseño de prácticas participativas en torno a una exposición del Design MuseumMariana Salgado
Este artículo es una traducción de un artículo publicado en los Proceedings de la 6ta Conferencia Internacional de Historia del diseño y estudios del diseño. Otro nombre para el diseño. Palabras para la creación. 2008, Osaka, Japón.
Aanijalki, Opening Dialogue for Visually Impaired Inclusion in MuseumsMariana Salgado
This paper was published in the proceedings of the International Workshop of Re-thinking technology in museums. In Limerick (2005). University of Limerick
Who need us. Inquiring about the par0cipatory practices of others and what it...Mariana Salgado
Presentation for the European Academy of Design. Paris, France. Arki research group, Media Lab, Aalto University. The whole paper on which this presentation was based can be found in: https://www.academia.edu/21864481/Who_needs_us_Inquiring_into_the_participatory_practices_of_others_and_what_they_mean_for_participatory_designers
Write 300-400 words review of the paper using your own words and n.pdftrishacolsyn25353
Write 300-400 words review of the paper \"using your own words and not copying anything
form the article\".
Karin Slegers
CUO | Social Spaces
KU Leuven - iMinds
Parkstraat 45, bus 3605
3000 Leuven, Belgium karin.slegers@soc.kuleuven.be
Pieter Duysburgh
SMIT, VUB - iMinds Pleinlaan 9
1050 Brussels, Belgium pieter.duysburgh@vub.ac.be
Abstract
Niels Hendriks
Social Spaces | CUO
LUCA - KU Leuven
C-Mine 5
3600 Genk, Belgium niels.hendriks@luca-arts.be
Author Keywords
Participatory design; Ethics; Cognitive impairments; Sensory impairments;
ACM Classification Keywords
H.5.m. Information interfaces and presentation (e.g., HCI): Miscellaneous.
Introduction
It has been acknowledged that doing participatory design with people living with cognitive or
sensory impairments can be quite difficult. As the experiences of persons living with
impairments, such as autism spectrum disorder, Alzheimer’s disease or hearing impairments,
might be fundamentally different from their own, it is more difficult for researchers and
designers to identify with or relate to their users [8,11].
An additional complicating issue is the fact that many participatory design methods fail in their
inclusiveness with regard to people living with impairments [13]. In participatory design,
researchers should provide their participants with appropriate tools for expressing themselves
[14]. However, common participatory design tools may not be appropriate when working with
people living with impairments. Such tools frequently draw upon exactly those skills that people
living with cognitive or sensory impairments have problems with.
Ethical Issues in Participatory Design with People living with Cognitive or Sensory Impairments
Participatory design with people living with cognitive or sensory impairments poses several
challenges on researchers and designers, due to differences in their mutual experiences and due
to the fact that many methods and techniques may not be appropriate and need adjustment. Many
of those challenges are related to ethical issues. This paper describes several of such challenges
that emerged during a series of three academic workshops focusing on adjusting participatory
design approaches when working with people living with cognitive or sensory impairments. We
plead for a new tradition of sharing experiences in order for researchers and designers to learn
from one another in the form of codesign stories.
Many methods are, for instance, based on verbal or visual expressions, and use visual and/or
hands-on techniques. Also, higher order cognitive skills are often required [2,14], such as
abstraction, conceptualization or creative thinking. As a result, common participatory design
techniques, and research approaches in general, may not be usable, or at least need adjustment.
This idea that the involvement of people living with impairments in the design process requires a
different, more appropriate approach, matches recent views on disability. Traditionally, the
medical.
A few slides from a class session in the Carnegie Mellon School of Design, "Foundations of Practice for Social Design." I'm putting them up for folks who arrived here from my "notes on participatory design' on medium.com.
This articles presents a design method called co-creation toolkits that are conducted during a co-creation session in which a designer facilitate to participants a number of exercises that involve active making with an aim to better understand the context and the users of the design. The article answer the what, when, why and how questions related to this method. Presenting the most common types of co-creation toolkits, and their content. A case study from the healthcare design will help demonstrate the value of this method. Finally issues related to this method is discussed.
The application of design thinking methodology on research practices a mind m...Joana Cerejo
The difficult task of innovation is a key facet of Research & Development institutions. Innovation is also closely related with processes oriented to achieve solutions in design. We propose to research new emerging design methods and provide an overview of design thinking tools that can be applied in an early stage of the R&D research process in order to produce meaningful results. This research presents a set of experimental guidelines and an analysis method for the application of these tools. The establishment of coherent guidelines for the design thinking process is a very complex task, due to its interdisciplinary requirements, that convey many diverse mindsets. The main focus of this study is creating an analysis toolkit that enables non-specialist and specialist users to perform high-quality design production.
Sparks Projects is a new EU-funded project, which through exhibitions all around Europe will spread the word about RRI in a creative, arty and innovative way.
This is a critical analysis of Sanders’ chapter titled User-Centred to Participatory Design Approaches (pp. 1-7) in J. Frascara’s book titled Design and the Social Sciences: Making Connections, a book that seeks to explain how social psychology, sociology, and anthropology can provide valuable techniques for investigating the relationship between people and design.
This workshop asks how we can use methods drawn from design, art, and craft, informed by
interdisciplinary and systems thinking, to materialize not just envisioned ‘things’, but abstract or
invisible ideas and relationships. There is an emerging set of research practices using tangible or
material models, or constructive making and embodying to visualize how people think about concepts
ranging from invisible systems and infrastructures to mental models, personal data which would
otherwise be invisible, or even the phenomenological dimensions of experiences themselves. Examples
include explorations of the design of public services, healthcare processes, mental health experiences,
career paths, crafters’ movements, and experiences of social networks (Aguirre Ulloa and Paulsen,
2017; Rygh and Clatworthy, 2019; Luria et al, 2019; Ricketts and Lockton, 2019; Nissen and Bowers,
2015; Fass, 2016).
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Who need us? Inquiring into the participatory practices of others and what they mean for participatory designers.pptx
1. ABSTRACT
In this paper, we look at participatory practices performed by others, that is,
those not directly engaged in the field of participatory design, and address the
question of whether we —participatory design researchers and practitioners —
are still necessary. By attempting to understand what others do, we hope to
better understand and articulate our own participatory practice and our role in
the future. Our findings show that participatory designers are, in fact, still
needed, even in contexts where other participatory practitioners play a more
central role; it is important that we learn from and collaborate with those other
practitioners.
Keywords: participatory design, workshops, methods, practices
INTRODUCTION1
Participatory design methodologies have, thus far, focused mostly on activities
staged by expert design practitioners or by design researchers in specific
contexts, such as organizations, industry, and planning and governance. The
purpose of those activities is largely to enable a variety of stakeholders to take
part in the process of designing products or services through ideation and
conceptualization (see e.g. Sanders & Stappers 2012; Hultcranz & Ibrahim
2002). The outcomes of the participatory activities are then used by designers
as seeds for further design and development. The field of participatory design
has generated a great deal of knowledge on the components of participatory
design activities, especially on the tools and techniques they involve. However,
as Light & Akama (2012) point out, not enough research has been done on how
designers and design researchers put participation into practice.
When designers are the ones engaging in participatory design, they act as both
facilitators and instigators of the design project. Expert designers are not the
only ones, though, that undertake participatory activities. Many others — among
them citizen activists, community artists, and researchers in other disciplines —
make use of similar techniques for engaging participants (e.g. Wardale 2008;
Kolfschoten et al 2007). Thanks to our observations and involvement in
participatory activities related to the urban environment and cultural heritage of
Helsinki (see e.g. Salgado 2009; Saad-Sulonen 2014), we have been able to
identify participatory activities similar in spirit to the ones we foster, mainly in
the form of participatory workshops. The engines and leaders of those activities
are, in most cases, people who don’t consider themselves designers, design
researchers, or participatory urban planners. They envision themselves, rather,
as community activists or artists, or facilitators in training from a variety of
backgrounds. Our observations and casual interactions with these practitioners
WHO NEEDS US?
Inquiring into the participatory practices of others and what they mean for
participatory designers
Author Affiliation email
Mariana Salgado Aalto University – mariana.salgado@aalto.fi
Joanna Saad-Sulonen Aarhus University/ Aalto University
Joanna.saad-sulonen@aalto.fi
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led us to formulate the question: who needs participatory designers if others are
already doing the job?
In this paper, we ask the following: What can design researchers learn from
others involved in organizing participatory activities? How can design
researchers collaborate with those individuals? To answer these questions, we
interviewed six Helsinki-based participatory practitioners currently active in
different fields. We approached them with a set of questions inspired by our own
practice as participatory design researchers; in the interviews, we focused on
workshops as an umbrella activity. The results show that, in relation to staging
participatory activities, we could learn from other practitioners in order to better
define and develop our participatory practices. We could also potentially
collaborate with other participatory practitioners as a way to save resources and
to communicate best practices, to say nothing of addressing problems like the
sustainability of participation over time.
PARTICIPATORY ACTIVITIES AS PRACTICED BY DESIGN2
RESEARCHERS
While participatory approaches stand at the center of activist and citizen
movements and are fairly widespread in fields like art and community work, we
focus here on participatory design, because it is the approach that has framed
our own practice. Participatory design is “an emerging design practice that
involves different non-designers in various co-design activities throughout the
design process” (Sanders et al. 2010; p.195) in order to influence the design
outcome. The palette of participatory-design tools and techniques1
is currently
quite varied; it includes 2D collages, 3D mockups, cards, scenario building,
envisioning with props (clay, Lego, wooden blocks, puppets), customer journeys,
actor maps, blueprints, visualizations, dramatization, enacting use situations
with prototypes or mockups, and design games (Ehn, et al. 1996; Buchenau &
Suri 2000; Sanders et al. 2010; Brand et al. 2013). As the format in which
participatory activities are staged and the site where different tools and
techniques are deployed, workshops are central to participatory design.
Specific types of workshops have been developed for use in design. Future
Workshops —introduced by Jungk and Müllert in the 70s (1987) — are a useful
technique for engaging citizens in creating new ideas and solutions for social
problems. Future Workshops were further refined in the 90s in the context of
participatory information-system design (Kensing & Madsen 1991). Other types
of workshops used by designers include contextual and envisionment workshops
(see, for instance, Hulcrantz & Ibrahim 2002, Huybrechts et al. 2012).
1
According to Bratteteig, et al (2013, p.119), “methods [in participatory design] include
which types of users (and stakeholders in general) to include; how to involve users in core
activities; how to resolve conflicting views on the functionality and/or form of the products.
The techniques typically explain how to go about carrying out specific activities, while the
tools are concrete instruments supporting the techniques”.
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Regardless of specific type, participatory design workshops always consist of
face-to-face sessions held in environments familiar to participants (their school,
home, workplace, etc.) or in spaces provided by the design researchers.
Workshops can combine individual activities with others geared to small and
large groups. Participatory design researchers and practitioners act as
facilitators of participatory workshops. Participants are considered “expert
informants” or even “co-designers” capable of enriching the design process by
formulating or evaluating ideas (Sanders & Stappers 2008).
The workshop format is useful for design and design researchers in many
different ways. According to Ehn and his colleagues (1996, p.148), “For the
organization as a whole the workshop serves as training in co-operation and
decision-making. As such, it can be the beginning of a new way to carry out
development work. The change in rules and the distance from daily routine and
milieu serve as facilitators.”
On the basis of our own practice as design researchers, we have identified the
following components as key to the workshop as participatory technique: 1)
establishing aims, 2) inviting and recruiting participants, 3) choosing appropriate
tools and techniques, 4) facilitating, 5) documenting and collecting feedback
from participants, 6) assessing, and 7) making use of the outcomes (e.g.
integrating them into design processes and communicating them). These
components are usually formulated by design researchers. They indicate the
dual nature of the design researcher as someone who, on the one hand, uses
certain traditional tools of qualitative scientific research (permission forms, etc.)
and, on the other, acts as a translator of what participants have expressed and a
facilitator of participatory activities (Sanders & Stappers 2008). Design
researchers produce research artifacts that can be used in industry (Zimmerman
et al. 2007) and in academic papers aimed at peers. We will discuss which of the
aforementioned components continue to be relevant when participation is
initiated and conducted by others and how, in those cases, they are enacted.
EMPIRICAL INQUIRY INTO PARTICIPATORY ACTIVITIES AS3
PRACTICED BY OTHERS
Our empirical research consists of interviews with six persons involved in
organizing participatory activities, mainly workshops related to shaping the
urban environment or public services in Helsinki. The individuals interviewed
were a community artist, a local activist in a neighbourhood association, an
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intern at a city-run youth center, a designer of alternative reality games who is
also a member of a performing arts collective, a researcher working on health
services, and an architect who defines himself as “a facilitator with a background
in architecture”.
As this is a preliminary study, we wanted to select people active in participatory
activities from a wide range of backgrounds and with different experiences, but
who do not identify themselves as participatory designers and have not been
trained as such, even though they might be designers. We nonetheless
restricted our interviews to people operating in contexts similar to those where
we operate as participatory design researchers.
The interviews were semi-structured; the activities we had identified pursuant to
our work in participatory practices constituted the main topics of discussion.
INSTIGATION AND AIMS3.1
The interviewees were, for the most part, the instigators of the participatory
activities they facilitated. Whereas, in the case of design researchers, the aims
and motivations of participatory activities are usually defined in terms of more or
less concrete outcomes, often related to the development of better products or
services, here the aims and motivation of some of the interviewees were
different. For the community artist, for example, the aim is “to produce an
encounter with the other.” In this case, the focus is on the change that the
encounter might be capable of producing in individuals rather than on how the
materials collected could be useful beyond the specific encounter. For others
though, the aims and motivations were, similar as for participatory designers, to
collect material to be used to influence a design process in a near future.
INVITING AND RECRUITING PARTICIPANTS3.2
In the cases reported by the interviewees, invitations to take part in the
workshops were open and participants did not need to register or pay a fee.
There was no pre-selection of participants and in only one case did participants
receive any compensation for taking part in the workshops.
As tends to be the case with participatory activities, participants are usually
active citizens, the most vocal members of a community. Reaching out to other
members of a community requires special effort and advertising (see e.g.
Salgado & Galanakis 2014) and there is no guarantee that enough people will
show up. Some of the interviewees had direct contacts with people in the
community, which can be helpful when it comes to recruiting participants.
Notwithstanding, because of their role as activists or facilitators they are not
seen as just ordinary residents, which means they often face the same
challenges as designers when it comes to recruiting participants.
The interviewees were, for
the most part, the
instigators of the
participatory activities they
facilitated. Whereas, in
the case of design
researchers, the aims and
motivations of
participatory activities are
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For many of the interviewees, a lack of resources complicated access to
infrastructure (e.g. space for holding the workshops, materials, refreshments,
etc.), which means that existing community infrastructure is key.
TOOLS AND TECHNIQUES3.3
Though many of the interviewees had organized more than one workshop, in the
interviews we focused on a representative case. The themes of the workshops
described were: neighborhood plans and dreams (the activist, community artist,
and city worker had worked with this theme, though not together as they did not
know about each other’s activities); urban utopias (the game
designer/performing artist); immigrants and well-being (the researcher); urban
planning (the architect/facilitator). Participatory design tools and techniques,
including mapping techniques, were among those interviewees used. General
collaborative techniques and tools were used as well, including discussions and
brainstorming sessions guided by a facilitator. In some cases, the tools and
techniques chosen reflected the personal interests of the interviewee: the game
designer/performance artist used “perception” exercises in an outdoor workshop
where the aim was to get participants to change their perception of reality.
FACILITATING3.4
Like many participatory designers, the interviewees did not have specific training
as facilitators. They built their expertise on experience. Some of them had
conducted more than thirty workshops, whereas others were in the process of
organizing their first one. Some had a clear understanding of their role as
facilitator, which — in the case of the architect/facilitator — was even the basis
for individual identity. Approaches to facilitating differed from case to case.
Some preferred to stick to specific tasks, questions, and activities, whereas
others were more flexible. The architect/facilitator, for instance, tries to strike a
balance between giving participants enough space and staying focused in order
to get outcomes that can realistically inform architecture and urban design. For
the game designer/performance artist, a facilitator is also a performer, along
with the participants, in a staged game that adds another dimension to reality.
Here, the role of the facilitator, which is constantly changing, is vital to the
development of the workshop. The local activist had a more flexible approach to
the role of facilitator. She had planned one specific task for a workshop
(annotating a map with one’s dreams) but, since it took participants longer than
expected to introduce themselves, that ended up changing: participants were
allowed to shape the agenda of the workshop as it unfolded. This worked well in
this case because one of the aims of the workshop was to get to know new
residents.
Whereas some of the facilitators worked on their own, others had support from a
wider team. The way different roles are allocated is important to the
development of participatory activities. Workshop participants have a role to
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play by, for instance, motivating others and influencing the tone of the
discussion. The youth center intern reported that two city workers from her
organization and one resident who took part in all the workshops proved key to
enlivening the sessions and ensuring continuity over the series of workshops.
DOCUMENTATION, COLLECTING FEEDBACK, ASSESSMENT, AND MAKING USE OF3.1
OUTCOMES
Documenting participatory workshops and collecting feedback from participants
are key components of participatory design as they provide the material that will
be assessed in producing results. This was not the case for the practitioners
interviewed, even though some of the tangible material produced in the
workshops (e.g. maps) was compiled. The materials were not necessarily
photographed or digitized, nor was there systematic documentation of the
activities.
The architect/facilitator used the materials produced to draw architectural plans
after each session and asked residents to comment on them. The local activist
made a mood board after the workshop showing some ideas related to the
development of the park that had emerged during the workshop. These
outcomes entail later engagement of the ideas and content of the workshops on
the part of practitioners and, as such, they constitute acts of interpretation and
the formulation of solutions.
The only interviewee who documented the workshops and analyzed that
documentation in a more systematic fashion was, logically, the researcher.
During the sessions, she and her colleagues took notes, which they then sent to
the participants via e-mail. Some of the participants sent feedback, which led
the researcher to adjust her notes — a good participatory research practice that
ensures that researchers and facilitators do not misunderstand informants.
For most, though, systematic documentation and analysis were not relevant.
The focus of the community artist was a situated encounter with participants and
the personal enrichment that a workshop could yield. In a sense, the goals she
sets for her workshops are more enduring; the goals of a workshop led by a
design researcher are much more concrete and short term.
In the case of the local activist, the concrete materials yielded by a workshop
are not necessarily the only way that the ideas and outcomes of a workshop can
influence the neighborhood and its future activities. As a member of the
community, she is active—sometimes unknowingly—in communicating the
outcomes of participatory activities. She is, in this sense, what Wardale (2008)
calls an “internal facilitator.”
Workshops were seldom documented with photos or audiovisual recordings.
Some of the interviewees thought that such recordings might disrupt the
atmosphere of the workshop. Some have not considered how such
documentation might be used in the future and they prefer to concentrate on
the situation at hand. There seems to be a correlation between the lack of
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audiovisual documentation and the fact that most of these practitioners do not
engage in a systematic analysis of the materials gathered.
Regarding feedback, some practitioners asked for collective feedback from
participants while others asked for individual feedback. Not all the interviewees
documented the feedback collected.
LEARNING FROM OTHERS4
Participatory design researchers and practitioners focus on the concrete
outcomes of the participatory activities that they themselves stage. Producing
tangible outcomes and documenting sessions is a goal in and of itself since that
material, and its subsequent analysis, has design implications. On the basis of
our interviews with the community artist and the game designer/performance
artist, it would appear that participatory design researchers pay less attention to
the actual encounter with the participant. By focusing excessively on how to
collect and use data, we might be missing the richness of the moment itself and
lose sight of the personal and social learning taking place.
We can also learn from other practitioners about setting the goals of
participatory activities. The aim of the community artist, for example, was to
provide a space for the personal enrichment of workshop participants; on the
basis of that personal enrichment, they might, in the future, be able to affect the
city. The game designer/performance artist put it this way: “The idea is to
change the person, not the city, because the person is the city.” The timeframe
of the goals of participation are, then, much longer than in design or R&D
projects. As participatory designers, we should bear in mind goals of this sort
and the benefits they provide.
WORKING WITH OTHERS5
There is no need for participatory designers to be, in all instances, the ones at
the forefront of staging participatory activities. They could contribute to
participatory activities instigated or staged by others by providing their expertise
in, for instance, the documentation and analysis of such activities — a
component often neglected, as described above, when the goals and/or
procedures of the participatory activities are not strictly defined or when
outcomes are intended to support communities or self-organized groups rather
than companies. Research-based practices could support the work of
communities and of less experienced participatory practitioners. At the same
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time, adapting our documentation and analysis practices to new contexts could
help us move beyond the confines of academia and traditional design-project
settings. Practitioners working on similar issues or in the same setting would
benefit from access to each other’s findings, documentation, and experiences.
Creating local repositories of tools, techniques, best practices, as well as
materials gathered and analyzed might be a way to work in this direction.
All practitioners, including design researchers, should be more aware that data
gathered in participatory sessions might be useful in other situations and stages
and to other interested parties. We should all save, share, and generate
metadata of the raw material gathered during participatory activities and store
them in permanent databases. Data gathered in these workshops can be
interpreted in different ways depending on practitioners’ interest and expertise.
Standardizing procedures for collecting data and documenting workshops could
be important to future research, citizen activism, and artistic endeavors.
Integrating participatory activities initiated by others is relevant when working
with communities, particularly when those communities contain members
already organizing and facilitating participatory activities. This convergence
would blur the boundaries between those of us who are professional
facilitators/organizers and participants, which in turn would heighten our
sensitivities to the different layers of interpretation of a given participatory
activity. By considering who initiates, participates in, and benefits from
participatory activities, as well as the goals that we, or others, set (Vines et al.
2013), we are able to re-articulate our roles and acknowledge our limitations,
ideally teaming up with others to overcome them.
This does not mean that it is no longer relevant for us designers to stage
activities ourselves, but it is important to consider different alternatives
according to the situation. Staging our own activities might make sense when
we need to build a rapport with participants that starts at the invitation phase
and slowly develops over the course of the participatory sessions. That rapport
might be beneficial for sustaining the collaboration in future stages of the design
process.
Finally, the issue of the sustainability of participation beyond designer-staged
activities has been widely discussed (see e.g. Botero & Saad-Sulonen 2013). By
developing tools and practices for collaboration with other practitioners and with
active members of communities, we might ensure more sustained forms of
participation and greater collaboration over time.
CONCLUSIONS6
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This research was triggered by the sense that many other practitioners were
treading on our toes as participatory design practitioners and researchers.
Initiating and staging participatory activities, in particular workshops, seems to
have become popular. Hence, we found ourselves wondering if we are still
needed. Pursuant to interviews with a series of participatory practitioners in
Helsinki and an analysis of their practices, we can affirm that we are, in fact, still
needed. What we must do, however, is re-articulate our roles, especially in new
contexts such as community self-organizations and citizen activism, where
others play a leading role in orchestrating participation.
The interviews evidenced that other participatory practitioners don’t necessarily
operate in all the contexts where participatory design researchers and
practitioners are most active (e.g. informing organizations, industry, R&D). One
shared terrain, though, is participatory activities geared to communities or
groups of citizen. In those cases, our research shows that we can learn from
other practitioners and that we should collaborate with them. Specifically, we
can learn to better value encounters with participants as they take place and to
set longer term goals. As participatory design researchers and practitioners, we
also recommend devising new collaboration configurations with other
participatory practitioners. We can contribute our expertise in the documentation
and analysis of workshops and in the communication of the material generated
or collected. By collaborating with others, we will be better equipped to engage
in participatory design for and with communities (DiSalvo et al. 2013) and to
address the challenges of enabling sustainable participation.
ACKNOWLEDGEMENTS7
We would like to thank all the persons interviewed for their time and
commitment.
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