SlideShare une entreprise Scribd logo
1  sur  30
Télécharger pour lire hors ligne
Open design now
Creation & Co: User
participation in
design

Pieter Jan Stappers
Froukje Sleeswijk Visser
Sandra Kistemaker


Design Strategy (Ambient Media)
Presentation by Mariana Varela
Creation & Co: User participation in
              design
The roles of the
designer, the client (or
producer, or
manufacturer) and the
user are being shaken
up in industrial
practices that have,
until now, been
oriented mainly
towards mass
production.




                   What is it about?
No-designers becoming
Yes-Designers
Some of the most          Users
important ambitions of
Open Design is to break
down the barriers
between designers and
end-users, making it
possible for non-
designers become
designers.                        Designers
No-designers becoming
Yes-Designers
How?

Having end users fabricate the
products they need, like a craft.

New, craft-based industries are making
their business, either locally oriented
or operating globally over the internet.
No-designers becoming
Yes-Designers
But...

Is it possible that open design
can be used for making more
complex products, such as
washing machines, cars and
jet planes?
Things are changing
The roles of designer, client, user and
end user are being shaken up in these
more complex areas of design and
product development.

The designer is no longer ‘the creative
guy’
The user is not anymore only a
‘passive, un-critical consumer’

The roles between these two are
starting to change and mix into new
ways.
How this roles are changing?
The traditional division of roles in the
design process are changing.

One way is to call tech-savvy users
contribute to the process of generating
solutions, and develop new features for
products.

Other way is context mapping,
involving end users as experts in their
own experience, in order to help them
become competent partners within the
design team.
Distinction between co-creation
         and co-design
Co-creation
Co-creation indicates a
collaborative creative effort,
either large or small, and often
localized.

How is co-creation different
from collaboration? It is a
special case of collaboration
where the intent is to create
something that is not known
in advance.

Is asking the user: What can
we create for you?
Co-design
Co-design refers to co-creation
used in the course of the
design process, preferably
from beginning to end, across     According to Churchman:
the whole span of a design        "(Co-design) begins when
                                  first you view the world
process.                          through the eyes of
                                  another."
The article focuses on context
mapping, a specific aspect of
co-design, in which end users
are assigned the role of expert
informant.

Is asking the user: How can
we create this product for
you?
Different roles
The traditional view of design identifies three roles:
The user, who buys and will live with the product
The designer, who conceives the product
The client, who manufactures and distributes the product.

For instance, the client conducts market research, spots an opportunity in the market,
gives a brief to the designer which specifies design requirements, and expects to receive a
concept design in return.
But now the roles are changing...




In co-creation, roles and responsibilities which had previously
been thought of as separate are interacting, merging, or even
being swapped back and forth between the parties; some roles are
disappearing in the form in which we knew them, and new roles
are appearing.
Why are these roles changing?


The people controlling the design process are seeing
 that the user can be a source of valuable input, not
         just a channel for directing output.
user




client          designer
Users are getting savvier
The internet has made it possible for
users to be more informed, giving them
opportunities to be involved and have a
say in what is made for them.
Designers getting savvier too
The designer is becoming an hybrid
that has to incorporates more and
more areas of expertise: part creator,
part researcher, part facilitator, part
process manager.

The key is that designers find their own
area of experitise.
Design clients are diversifying
Everyday problems and complex
problems are claiming more and better
design solutions.

Large projects as the design of
hospitals, or services involve multiple
clients at the same time and from very
different areas.                          Let's make a hospital! Who is
                                          the client?
They want solution-oriented thinking.     - The government
                                          - The ministries involved
Referred to collectively as ‘service      - The sponsors
design’ or ‘design thinking’,).           - The construction company

SOLVE MY PROBLEM NOW!
The relationships between the
designers, users and clients are
changing.
The designer–client relationship
The designer–client relationship is no longer as simple as
Problem → concept design → solution


In the Dashboard User Guide, Stevens & Watson distinguish 5
degrees:

1. prescribing (one concept to deliver on the brief)
2. menu (several concepts to choose from)
3. co-creation DIY (collaboration as equals)
4. assistance (the client receiving design coaching and help),
5. DIY (the client does the design while the designer observes and
interjects comments as needed).
The client–user relationship
The client–user relationship
is opening up in open design
and meta-design.

In open design,
                               Ronen Kadushin


manufacturing options are
becoming widespread and
accessible.

In meta-design, products are
made with sufficient
adaptability to leave a
number of final design
choices to the user.


                               Crocs
The designer–user relationship
The designer–user
relationship is opening
up strongly throughout
the entire design process.

Frequently, users can
participate in correcting
the design, providing
ideas for solutions, or
evaluating concepts.

They are rarely involved
in deciding what will be
made (as would be the
case of participatory
design).
How they started paying attention
The complaints department in
many companies was the place
that received most input from
the users, in the form of
returned products.

In many cases, the product
was returned not because of a
product defect, but because
the user could not figure out
how to operate it, or because
of disappointment.
How it evolved
In the 80s and 90s,
consultations with
users moved up earlier
and earlier, first
advancing through
sales and marketing,
then usability testing,
and finally concept
evaluation.

This helped companies
launch better products
by eliminating
problems earlier in the
design process.
What is context mapping?
Context mapping method
help users to observe and
reflect on parts of their
lives, and to use these
reflections in making a
‘map’ that reflects the
various facets of their
experiences.

This map provides the
design team with
information, inspiration
and empathy, feeding
further development of
the concept design into a
product
Principles of context mapping
The approach is built on four main principles:

1. Users are involved as the experts on their own experience.

2. By self-observation and reflection is possible to extract the most
important points of their expertise.

3. The design team uses the information on the context of use like
a map: it should provide multifaceted, rich and supportive leads to
explore the experiential context.

4. Facilitating this process requires a mixture of design
competencies and research skills (where is the solution, how can it
be made)
Example
The example on the book is based on a
project of a company that offered a large
range of hearing protectors.

The brainstorming sessions about which
product to make where made by one agency,
the concept was build by another and the
technical design by another; and then
handed back to the main company (note all
the specializations of different design
agencies)

To be able to step into the shoes of the
users, designers made a context mapping
study and after that, an experiment.

After doing this they found new directions
for innovation at different levels.
Conclusions
About the roles in the design process

In many industries, they know that
the traditional separation of roles
must change, and is changing little by
little, but is not easy.

Why it is not easy to change?

… they don't have enough money or
don't know how much it costs (to
bring users to help)
… they don't know how a good
design approach can contribute
… they lack of innovative user-
driven attitudes.
Conclusions
About companies putting this change of roles
in practice

It is more difficult for the larger industries
- user participation in their research budgets
but
- design process are connected only through
formal documents and fail in having a rich
communication.

For smaller companies, who have much
smaller budgets,
- often build a stronger relationship with their
users.
- they may not count with the aid of
appropriate methods (tech/money problem)
Fin.

Contenu connexe

Tendances

Technology,
 visual Trends 
& References
Technology,
 visual Trends 
& ReferencesTechnology,
 visual Trends 
& References
Technology,
 visual Trends 
& ReferencesCocoon Experience
 
Business Analysis in Agile Philosophy
Business Analysis in Agile PhilosophyBusiness Analysis in Agile Philosophy
Business Analysis in Agile PhilosophyAhmed Reda Kraiz
 
Web Usability and Conversion
Web Usability and ConversionWeb Usability and Conversion
Web Usability and ConversionPaul Sherman
 
Reviewing the human centered design toolkit by IDEO.org
Reviewing the human centered design toolkit by IDEO.orgReviewing the human centered design toolkit by IDEO.org
Reviewing the human centered design toolkit by IDEO.orgJeroen Spoelstra
 
Why User Experience Matters
Why User Experience MattersWhy User Experience Matters
Why User Experience MattersKshitiz Anand
 
What is UX (and why should you care?)
What is UX (and why should you care?)What is UX (and why should you care?)
What is UX (and why should you care?)Susan Culkin
 
Understanding User Experience Workshop - Interlink Conference 2012
Understanding User Experience Workshop - Interlink Conference 2012Understanding User Experience Workshop - Interlink Conference 2012
Understanding User Experience Workshop - Interlink Conference 2012Lynne Polischuik
 
Design Thinking - at BMW Summer School
Design Thinking - at BMW Summer SchoolDesign Thinking - at BMW Summer School
Design Thinking - at BMW Summer SchoolJane Vita
 
A Walk Through of User Experience and User Interface
A Walk Through of User Experience and User Interface A Walk Through of User Experience and User Interface
A Walk Through of User Experience and User Interface Network Affiliates
 
IBM Design Thinking_fin
IBM Design Thinking_finIBM Design Thinking_fin
IBM Design Thinking_fintadams76
 
Dynamic Design (magazine/issue 1/fall 2015)
Dynamic Design (magazine/issue 1/fall 2015)Dynamic Design (magazine/issue 1/fall 2015)
Dynamic Design (magazine/issue 1/fall 2015)Henk Haaima
 
User Experience Design
User Experience DesignUser Experience Design
User Experience DesignJenna Yim
 
User Experience & Design…Designing for others…UED
User Experience & Design…Designing for others…UEDUser Experience & Design…Designing for others…UED
User Experience & Design…Designing for others…UEDPreeti Chopra
 
Building the User Experience Community at SDL
Building the User Experience Community at SDLBuilding the User Experience Community at SDL
Building the User Experience Community at SDLPhilipp Engel
 
Service Design meets UX Design
Service Design meets UX DesignService Design meets UX Design
Service Design meets UX DesignFranziska Semer
 
What's all the Fuss About UX Strategy? slideshare
What's all the Fuss About UX Strategy?   slideshareWhat's all the Fuss About UX Strategy?   slideshare
What's all the Fuss About UX Strategy? slideshareJanice James
 
What is UX Design?
What is UX Design?What is UX Design?
What is UX Design?Baris Erkol
 

Tendances (20)

Technology,
 visual Trends 
& References
Technology,
 visual Trends 
& ReferencesTechnology,
 visual Trends 
& References
Technology,
 visual Trends 
& References
 
Business Analysis in Agile Philosophy
Business Analysis in Agile PhilosophyBusiness Analysis in Agile Philosophy
Business Analysis in Agile Philosophy
 
Web Usability and Conversion
Web Usability and ConversionWeb Usability and Conversion
Web Usability and Conversion
 
Reviewing the human centered design toolkit by IDEO.org
Reviewing the human centered design toolkit by IDEO.orgReviewing the human centered design toolkit by IDEO.org
Reviewing the human centered design toolkit by IDEO.org
 
Why User Experience Matters
Why User Experience MattersWhy User Experience Matters
Why User Experience Matters
 
What is UX (and why should you care?)
What is UX (and why should you care?)What is UX (and why should you care?)
What is UX (and why should you care?)
 
Understanding User Experience Workshop - Interlink Conference 2012
Understanding User Experience Workshop - Interlink Conference 2012Understanding User Experience Workshop - Interlink Conference 2012
Understanding User Experience Workshop - Interlink Conference 2012
 
Design Thinking - at BMW Summer School
Design Thinking - at BMW Summer SchoolDesign Thinking - at BMW Summer School
Design Thinking - at BMW Summer School
 
A Walk Through of User Experience and User Interface
A Walk Through of User Experience and User Interface A Walk Through of User Experience and User Interface
A Walk Through of User Experience and User Interface
 
IBM Design Thinking_fin
IBM Design Thinking_finIBM Design Thinking_fin
IBM Design Thinking_fin
 
Dynamic Design (magazine/issue 1/fall 2015)
Dynamic Design (magazine/issue 1/fall 2015)Dynamic Design (magazine/issue 1/fall 2015)
Dynamic Design (magazine/issue 1/fall 2015)
 
User Experience Design
User Experience DesignUser Experience Design
User Experience Design
 
User Experience & Design…Designing for others…UED
User Experience & Design…Designing for others…UEDUser Experience & Design…Designing for others…UED
User Experience & Design…Designing for others…UED
 
Building the User Experience Community at SDL
Building the User Experience Community at SDLBuilding the User Experience Community at SDL
Building the User Experience Community at SDL
 
Ct June 2009 Newsletter
Ct June 2009 NewsletterCt June 2009 Newsletter
Ct June 2009 Newsletter
 
Service Design meets UX Design
Service Design meets UX DesignService Design meets UX Design
Service Design meets UX Design
 
Design Drivers
Design DriversDesign Drivers
Design Drivers
 
What is UX?
What is UX?What is UX?
What is UX?
 
What's all the Fuss About UX Strategy? slideshare
What's all the Fuss About UX Strategy?   slideshareWhat's all the Fuss About UX Strategy?   slideshare
What's all the Fuss About UX Strategy? slideshare
 
What is UX Design?
What is UX Design?What is UX Design?
What is UX Design?
 

Similaire à User Participation in Design

Lesson 2 - INNOVATION AND DESIGN THINKING_2024.pdf
Lesson 2 - INNOVATION AND DESIGN THINKING_2024.pdfLesson 2 - INNOVATION AND DESIGN THINKING_2024.pdf
Lesson 2 - INNOVATION AND DESIGN THINKING_2024.pdfruvabebe
 
Design Thinking Comes of AgeThe approach, once.docx
Design  Thinking   Comes  of AgeThe approach, once.docxDesign  Thinking   Comes  of AgeThe approach, once.docx
Design Thinking Comes of AgeThe approach, once.docxdonaldp2
 
Design Thinking Comes of AgeThe approach, once.docx
Design  Thinking   Comes  of AgeThe approach, once.docxDesign  Thinking   Comes  of AgeThe approach, once.docx
Design Thinking Comes of AgeThe approach, once.docxcuddietheresa
 
Human Factors Design E.1.1
Human Factors Design E.1.1Human Factors Design E.1.1
Human Factors Design E.1.1Jutka Czirok
 
Design thinking: A New Way of Managing Tourism
Design thinking: A New Way of Managing Tourism Design thinking: A New Way of Managing Tourism
Design thinking: A New Way of Managing Tourism Prasanth Udayakumar
 
IBM Enterprise Design Thinking
IBM Enterprise Design ThinkingIBM Enterprise Design Thinking
IBM Enterprise Design ThinkingAhmed Reda Kraiz
 
(Socially Distanced) Participatory Design - Discovering Unmet Needs & New Sol...
(Socially Distanced) Participatory Design - Discovering Unmet Needs & New Sol...(Socially Distanced) Participatory Design - Discovering Unmet Needs & New Sol...
(Socially Distanced) Participatory Design - Discovering Unmet Needs & New Sol...Jennifer Briselli
 
How Design Theories Evolved from User-Centered Design to Design Thinking.pdf
How Design Theories Evolved from User-Centered Design to Design Thinking.pdfHow Design Theories Evolved from User-Centered Design to Design Thinking.pdf
How Design Theories Evolved from User-Centered Design to Design Thinking.pdfWorxwideConsulting1
 
Study notes me-112-concepts-in-engineering-design-unit-1
Study notes me-112-concepts-in-engineering-design-unit-1Study notes me-112-concepts-in-engineering-design-unit-1
Study notes me-112-concepts-in-engineering-design-unit-1Prem Kumar Soni
 
What is UX and Why should I care in Line of Business Applications?
What is UX and Why should I care in Line of Business Applications?What is UX and Why should I care in Line of Business Applications?
What is UX and Why should I care in Line of Business Applications?Will Tschumy
 
Design Thinking: A Common Sense Process
Design Thinking: A Common Sense ProcessDesign Thinking: A Common Sense Process
Design Thinking: A Common Sense ProcessMichael Zarro, Ph.D.
 
Andolfatto Filippo Master Thesis - The modern store: usage of multimodal tech...
Andolfatto Filippo Master Thesis - The modern store: usage of multimodal tech...Andolfatto Filippo Master Thesis - The modern store: usage of multimodal tech...
Andolfatto Filippo Master Thesis - The modern store: usage of multimodal tech...Filippo Andolfatto
 
Design Thinking for Managers - Presentation
Design Thinking for Managers - PresentationDesign Thinking for Managers - Presentation
Design Thinking for Managers - Presentationranganayaki10
 
UXBASIS – Getting UX integrated
UXBASIS – Getting UX integratedUXBASIS – Getting UX integrated
UXBASIS – Getting UX integratedJames Kelway
 
Requirements Engineering for the Humanities
Requirements Engineering for the HumanitiesRequirements Engineering for the Humanities
Requirements Engineering for the HumanitiesShawn Day
 

Similaire à User Participation in Design (20)

Lesson 2 - INNOVATION AND DESIGN THINKING_2024.pdf
Lesson 2 - INNOVATION AND DESIGN THINKING_2024.pdfLesson 2 - INNOVATION AND DESIGN THINKING_2024.pdf
Lesson 2 - INNOVATION AND DESIGN THINKING_2024.pdf
 
Hybrid Publishing Design Methods For Technical Books
Hybrid Publishing Design Methods For Technical BooksHybrid Publishing Design Methods For Technical Books
Hybrid Publishing Design Methods For Technical Books
 
Design Thinking Comes of AgeThe approach, once.docx
Design  Thinking   Comes  of AgeThe approach, once.docxDesign  Thinking   Comes  of AgeThe approach, once.docx
Design Thinking Comes of AgeThe approach, once.docx
 
Design Thinking Comes of AgeThe approach, once.docx
Design  Thinking   Comes  of AgeThe approach, once.docxDesign  Thinking   Comes  of AgeThe approach, once.docx
Design Thinking Comes of AgeThe approach, once.docx
 
Human Factors Design E.1.1
Human Factors Design E.1.1Human Factors Design E.1.1
Human Factors Design E.1.1
 
Design thinking: A New Way of Managing Tourism
Design thinking: A New Way of Managing Tourism Design thinking: A New Way of Managing Tourism
Design thinking: A New Way of Managing Tourism
 
IBM Enterprise Design Thinking
IBM Enterprise Design ThinkingIBM Enterprise Design Thinking
IBM Enterprise Design Thinking
 
Ux design process
Ux design processUx design process
Ux design process
 
(Socially Distanced) Participatory Design - Discovering Unmet Needs & New Sol...
(Socially Distanced) Participatory Design - Discovering Unmet Needs & New Sol...(Socially Distanced) Participatory Design - Discovering Unmet Needs & New Sol...
(Socially Distanced) Participatory Design - Discovering Unmet Needs & New Sol...
 
How Design Theories Evolved from User-Centered Design to Design Thinking.pdf
How Design Theories Evolved from User-Centered Design to Design Thinking.pdfHow Design Theories Evolved from User-Centered Design to Design Thinking.pdf
How Design Theories Evolved from User-Centered Design to Design Thinking.pdf
 
Os Leung
Os LeungOs Leung
Os Leung
 
Study notes me-112-concepts-in-engineering-design-unit-1
Study notes me-112-concepts-in-engineering-design-unit-1Study notes me-112-concepts-in-engineering-design-unit-1
Study notes me-112-concepts-in-engineering-design-unit-1
 
Ced chapter one rgpv
Ced chapter one rgpv Ced chapter one rgpv
Ced chapter one rgpv
 
What is UX and Why should I care in Line of Business Applications?
What is UX and Why should I care in Line of Business Applications?What is UX and Why should I care in Line of Business Applications?
What is UX and Why should I care in Line of Business Applications?
 
Design Thinking: A Common Sense Process
Design Thinking: A Common Sense ProcessDesign Thinking: A Common Sense Process
Design Thinking: A Common Sense Process
 
Andolfatto Filippo Master Thesis - The modern store: usage of multimodal tech...
Andolfatto Filippo Master Thesis - The modern store: usage of multimodal tech...Andolfatto Filippo Master Thesis - The modern store: usage of multimodal tech...
Andolfatto Filippo Master Thesis - The modern store: usage of multimodal tech...
 
Digital Design
Digital DesignDigital Design
Digital Design
 
Design Thinking for Managers - Presentation
Design Thinking for Managers - PresentationDesign Thinking for Managers - Presentation
Design Thinking for Managers - Presentation
 
UXBASIS – Getting UX integrated
UXBASIS – Getting UX integratedUXBASIS – Getting UX integrated
UXBASIS – Getting UX integrated
 
Requirements Engineering for the Humanities
Requirements Engineering for the HumanitiesRequirements Engineering for the Humanities
Requirements Engineering for the Humanities
 

Plus de Yuichi Hirose

MADE IN MY BACKYARD のまとめ
MADE IN MY BACKYARD のまとめMADE IN MY BACKYARD のまとめ
MADE IN MY BACKYARD のまとめYuichi Hirose
 
CRITICAL MAKING のまとめ
CRITICAL MAKING のまとめCRITICAL MAKING のまとめ
CRITICAL MAKING のまとめYuichi Hirose
 
THE GENERATIVE BEDROCK OF OPEN DESIGN のまとめ
THE GENERATIVE BEDROCK OF OPEN DESIGN のまとめTHE GENERATIVE BEDROCK OF OPEN DESIGN のまとめ
THE GENERATIVE BEDROCK OF OPEN DESIGN のまとめYuichi Hirose
 
NO MORE BESTSELLERS のまとめ
NO MORE BESTSELLERS のまとめNO MORE BESTSELLERS のまとめ
NO MORE BESTSELLERS のまとめYuichi Hirose
 
DESIGN LITERACY: ORGANIZING SELF-ORGANIZATION のまとめ
DESIGN LITERACY: ORGANIZING SELF-ORGANIZATION のまとめDESIGN LITERACY: ORGANIZING SELF-ORGANIZATION のまとめ
DESIGN LITERACY: ORGANIZING SELF-ORGANIZATION のまとめYuichi Hirose
 
FROM BEST DESIGN TO JUST DESIGN のまとめ
FROM BEST DESIGN TO JUST DESIGN のまとめFROM BEST DESIGN TO JUST DESIGN のまとめ
FROM BEST DESIGN TO JUST DESIGN のまとめYuichi Hirose
 
TEACHING ATTITUDES, SKILLS, APPROACHES, STRUCTURE AND TOOLS のまとめ
TEACHING ATTITUDES, SKILLS, APPROACHES, STRUCTURE AND TOOLS のまとめTEACHING ATTITUDES, SKILLS, APPROACHES, STRUCTURE AND TOOLS のまとめ
TEACHING ATTITUDES, SKILLS, APPROACHES, STRUCTURE AND TOOLS のまとめYuichi Hirose
 
THE BEGINNING OF A BEGINNING OF THE BEGINNING OF A TREND のまとめ
THE BEGINNING OF A BEGINNING OF THE BEGINNING OF A TREND のまとめTHE BEGINNING OF A BEGINNING OF THE BEGINNING OF A TREND のまとめ
THE BEGINNING OF A BEGINNING OF THE BEGINNING OF A TREND のまとめYuichi Hirose
 
LEARNING BY DOING のまとめ
LEARNING BY DOING のまとめLEARNING BY DOING のまとめ
LEARNING BY DOING のまとめYuichi Hirose
 
JORIS LAARMAN’S EXPERIMENTS WITH OPEN SOURCE DESIGN のまとめ
JORIS LAARMAN’S EXPERIMENTS WITH OPEN SOURCE DESIGN のまとめJORIS LAARMAN’S EXPERIMENTS WITH OPEN SOURCE DESIGN のまとめ
JORIS LAARMAN’S EXPERIMENTS WITH OPEN SOURCE DESIGN のまとめYuichi Hirose
 
121217CRITICAL MAKING
121217CRITICAL MAKING121217CRITICAL MAKING
121217CRITICAL MAKINGYuichi Hirose
 
130114REDESIGNING DESIGN
130114REDESIGNING DESIGN130114REDESIGNING DESIGN
130114REDESIGNING DESIGNYuichi Hirose
 
130114DESIGN LITERACY: ORGANIZING SELF-ORGANIZATION
130114DESIGN LITERACY: ORGANIZING SELF-ORGANIZATION130114DESIGN LITERACY: ORGANIZING SELF-ORGANIZATION
130114DESIGN LITERACY: ORGANIZING SELF-ORGANIZATIONYuichi Hirose
 
121217FROM BEST DESIGN TO JUST DESIGN
121217FROM BEST DESIGN TO JUST DESIGN121217FROM BEST DESIGN TO JUST DESIGN
121217FROM BEST DESIGN TO JUST DESIGNYuichi Hirose
 
121210LEARNING BY DOING
121210LEARNING BY DOING121210LEARNING BY DOING
121210LEARNING BY DOINGYuichi Hirose
 
121203DO IT WITH DROOG
121203DO IT WITH DROOG121203DO IT WITH DROOG
121203DO IT WITH DROOGYuichi Hirose
 
121119THE BEGINNING OF A BEGINNING OF THE BEGINNING OF A TREND
121119THE BEGINNING OF A BEGINNING OF THE BEGINNING OF A TREND121119THE BEGINNING OF A BEGINNING OF THE BEGINNING OF A TREND
121119THE BEGINNING OF A BEGINNING OF THE BEGINNING OF A TRENDYuichi Hirose
 
121119JORIS LAARMAN’S EXPERIMENTS WITH OPEN SOURCE DESIGN
121119JORIS LAARMAN’S EXPERIMENTS WITH OPEN SOURCE DESIGN121119JORIS LAARMAN’S EXPERIMENTS WITH OPEN SOURCE DESIGN
121119JORIS LAARMAN’S EXPERIMENTS WITH OPEN SOURCE DESIGNYuichi Hirose
 
121112NO MORE BESTSELLERS
121112NO MORE BESTSELLERS121112NO MORE BESTSELLERS
121112NO MORE BESTSELLERSYuichi Hirose
 
121105MADE IN MY BACKYARD
121105MADE IN MY BACKYARD121105MADE IN MY BACKYARD
121105MADE IN MY BACKYARDYuichi Hirose
 

Plus de Yuichi Hirose (20)

MADE IN MY BACKYARD のまとめ
MADE IN MY BACKYARD のまとめMADE IN MY BACKYARD のまとめ
MADE IN MY BACKYARD のまとめ
 
CRITICAL MAKING のまとめ
CRITICAL MAKING のまとめCRITICAL MAKING のまとめ
CRITICAL MAKING のまとめ
 
THE GENERATIVE BEDROCK OF OPEN DESIGN のまとめ
THE GENERATIVE BEDROCK OF OPEN DESIGN のまとめTHE GENERATIVE BEDROCK OF OPEN DESIGN のまとめ
THE GENERATIVE BEDROCK OF OPEN DESIGN のまとめ
 
NO MORE BESTSELLERS のまとめ
NO MORE BESTSELLERS のまとめNO MORE BESTSELLERS のまとめ
NO MORE BESTSELLERS のまとめ
 
DESIGN LITERACY: ORGANIZING SELF-ORGANIZATION のまとめ
DESIGN LITERACY: ORGANIZING SELF-ORGANIZATION のまとめDESIGN LITERACY: ORGANIZING SELF-ORGANIZATION のまとめ
DESIGN LITERACY: ORGANIZING SELF-ORGANIZATION のまとめ
 
FROM BEST DESIGN TO JUST DESIGN のまとめ
FROM BEST DESIGN TO JUST DESIGN のまとめFROM BEST DESIGN TO JUST DESIGN のまとめ
FROM BEST DESIGN TO JUST DESIGN のまとめ
 
TEACHING ATTITUDES, SKILLS, APPROACHES, STRUCTURE AND TOOLS のまとめ
TEACHING ATTITUDES, SKILLS, APPROACHES, STRUCTURE AND TOOLS のまとめTEACHING ATTITUDES, SKILLS, APPROACHES, STRUCTURE AND TOOLS のまとめ
TEACHING ATTITUDES, SKILLS, APPROACHES, STRUCTURE AND TOOLS のまとめ
 
THE BEGINNING OF A BEGINNING OF THE BEGINNING OF A TREND のまとめ
THE BEGINNING OF A BEGINNING OF THE BEGINNING OF A TREND のまとめTHE BEGINNING OF A BEGINNING OF THE BEGINNING OF A TREND のまとめ
THE BEGINNING OF A BEGINNING OF THE BEGINNING OF A TREND のまとめ
 
LEARNING BY DOING のまとめ
LEARNING BY DOING のまとめLEARNING BY DOING のまとめ
LEARNING BY DOING のまとめ
 
JORIS LAARMAN’S EXPERIMENTS WITH OPEN SOURCE DESIGN のまとめ
JORIS LAARMAN’S EXPERIMENTS WITH OPEN SOURCE DESIGN のまとめJORIS LAARMAN’S EXPERIMENTS WITH OPEN SOURCE DESIGN のまとめ
JORIS LAARMAN’S EXPERIMENTS WITH OPEN SOURCE DESIGN のまとめ
 
121217CRITICAL MAKING
121217CRITICAL MAKING121217CRITICAL MAKING
121217CRITICAL MAKING
 
130114REDESIGNING DESIGN
130114REDESIGNING DESIGN130114REDESIGNING DESIGN
130114REDESIGNING DESIGN
 
130114DESIGN LITERACY: ORGANIZING SELF-ORGANIZATION
130114DESIGN LITERACY: ORGANIZING SELF-ORGANIZATION130114DESIGN LITERACY: ORGANIZING SELF-ORGANIZATION
130114DESIGN LITERACY: ORGANIZING SELF-ORGANIZATION
 
121217FROM BEST DESIGN TO JUST DESIGN
121217FROM BEST DESIGN TO JUST DESIGN121217FROM BEST DESIGN TO JUST DESIGN
121217FROM BEST DESIGN TO JUST DESIGN
 
121210LEARNING BY DOING
121210LEARNING BY DOING121210LEARNING BY DOING
121210LEARNING BY DOING
 
121203DO IT WITH DROOG
121203DO IT WITH DROOG121203DO IT WITH DROOG
121203DO IT WITH DROOG
 
121119THE BEGINNING OF A BEGINNING OF THE BEGINNING OF A TREND
121119THE BEGINNING OF A BEGINNING OF THE BEGINNING OF A TREND121119THE BEGINNING OF A BEGINNING OF THE BEGINNING OF A TREND
121119THE BEGINNING OF A BEGINNING OF THE BEGINNING OF A TREND
 
121119JORIS LAARMAN’S EXPERIMENTS WITH OPEN SOURCE DESIGN
121119JORIS LAARMAN’S EXPERIMENTS WITH OPEN SOURCE DESIGN121119JORIS LAARMAN’S EXPERIMENTS WITH OPEN SOURCE DESIGN
121119JORIS LAARMAN’S EXPERIMENTS WITH OPEN SOURCE DESIGN
 
121112NO MORE BESTSELLERS
121112NO MORE BESTSELLERS121112NO MORE BESTSELLERS
121112NO MORE BESTSELLERS
 
121105MADE IN MY BACKYARD
121105MADE IN MY BACKYARD121105MADE IN MY BACKYARD
121105MADE IN MY BACKYARD
 

User Participation in Design

  • 1. Open design now Creation & Co: User participation in design Pieter Jan Stappers Froukje Sleeswijk Visser Sandra Kistemaker Design Strategy (Ambient Media) Presentation by Mariana Varela
  • 2. Creation & Co: User participation in design
  • 3. The roles of the designer, the client (or producer, or manufacturer) and the user are being shaken up in industrial practices that have, until now, been oriented mainly towards mass production. What is it about?
  • 4. No-designers becoming Yes-Designers Some of the most Users important ambitions of Open Design is to break down the barriers between designers and end-users, making it possible for non- designers become designers. Designers
  • 5. No-designers becoming Yes-Designers How? Having end users fabricate the products they need, like a craft. New, craft-based industries are making their business, either locally oriented or operating globally over the internet.
  • 6. No-designers becoming Yes-Designers But... Is it possible that open design can be used for making more complex products, such as washing machines, cars and jet planes?
  • 7. Things are changing The roles of designer, client, user and end user are being shaken up in these more complex areas of design and product development. The designer is no longer ‘the creative guy’ The user is not anymore only a ‘passive, un-critical consumer’ The roles between these two are starting to change and mix into new ways.
  • 8. How this roles are changing? The traditional division of roles in the design process are changing. One way is to call tech-savvy users contribute to the process of generating solutions, and develop new features for products. Other way is context mapping, involving end users as experts in their own experience, in order to help them become competent partners within the design team.
  • 10. Co-creation Co-creation indicates a collaborative creative effort, either large or small, and often localized. How is co-creation different from collaboration? It is a special case of collaboration where the intent is to create something that is not known in advance. Is asking the user: What can we create for you?
  • 11. Co-design Co-design refers to co-creation used in the course of the design process, preferably from beginning to end, across According to Churchman: the whole span of a design "(Co-design) begins when first you view the world process. through the eyes of another." The article focuses on context mapping, a specific aspect of co-design, in which end users are assigned the role of expert informant. Is asking the user: How can we create this product for you?
  • 12. Different roles The traditional view of design identifies three roles: The user, who buys and will live with the product The designer, who conceives the product The client, who manufactures and distributes the product. For instance, the client conducts market research, spots an opportunity in the market, gives a brief to the designer which specifies design requirements, and expects to receive a concept design in return.
  • 13. But now the roles are changing... In co-creation, roles and responsibilities which had previously been thought of as separate are interacting, merging, or even being swapped back and forth between the parties; some roles are disappearing in the form in which we knew them, and new roles are appearing.
  • 14. Why are these roles changing? The people controlling the design process are seeing that the user can be a source of valuable input, not just a channel for directing output.
  • 15. user client designer
  • 16. Users are getting savvier The internet has made it possible for users to be more informed, giving them opportunities to be involved and have a say in what is made for them.
  • 17. Designers getting savvier too The designer is becoming an hybrid that has to incorporates more and more areas of expertise: part creator, part researcher, part facilitator, part process manager. The key is that designers find their own area of experitise.
  • 18. Design clients are diversifying Everyday problems and complex problems are claiming more and better design solutions. Large projects as the design of hospitals, or services involve multiple clients at the same time and from very different areas. Let's make a hospital! Who is the client? They want solution-oriented thinking. - The government - The ministries involved Referred to collectively as ‘service - The sponsors design’ or ‘design thinking’,). - The construction company SOLVE MY PROBLEM NOW!
  • 19. The relationships between the designers, users and clients are changing.
  • 20. The designer–client relationship The designer–client relationship is no longer as simple as Problem → concept design → solution In the Dashboard User Guide, Stevens & Watson distinguish 5 degrees: 1. prescribing (one concept to deliver on the brief) 2. menu (several concepts to choose from) 3. co-creation DIY (collaboration as equals) 4. assistance (the client receiving design coaching and help), 5. DIY (the client does the design while the designer observes and interjects comments as needed).
  • 21. The client–user relationship The client–user relationship is opening up in open design and meta-design. In open design, Ronen Kadushin manufacturing options are becoming widespread and accessible. In meta-design, products are made with sufficient adaptability to leave a number of final design choices to the user. Crocs
  • 22. The designer–user relationship The designer–user relationship is opening up strongly throughout the entire design process. Frequently, users can participate in correcting the design, providing ideas for solutions, or evaluating concepts. They are rarely involved in deciding what will be made (as would be the case of participatory design).
  • 23. How they started paying attention The complaints department in many companies was the place that received most input from the users, in the form of returned products. In many cases, the product was returned not because of a product defect, but because the user could not figure out how to operate it, or because of disappointment.
  • 24. How it evolved In the 80s and 90s, consultations with users moved up earlier and earlier, first advancing through sales and marketing, then usability testing, and finally concept evaluation. This helped companies launch better products by eliminating problems earlier in the design process.
  • 25. What is context mapping? Context mapping method help users to observe and reflect on parts of their lives, and to use these reflections in making a ‘map’ that reflects the various facets of their experiences. This map provides the design team with information, inspiration and empathy, feeding further development of the concept design into a product
  • 26. Principles of context mapping The approach is built on four main principles: 1. Users are involved as the experts on their own experience. 2. By self-observation and reflection is possible to extract the most important points of their expertise. 3. The design team uses the information on the context of use like a map: it should provide multifaceted, rich and supportive leads to explore the experiential context. 4. Facilitating this process requires a mixture of design competencies and research skills (where is the solution, how can it be made)
  • 27. Example The example on the book is based on a project of a company that offered a large range of hearing protectors. The brainstorming sessions about which product to make where made by one agency, the concept was build by another and the technical design by another; and then handed back to the main company (note all the specializations of different design agencies) To be able to step into the shoes of the users, designers made a context mapping study and after that, an experiment. After doing this they found new directions for innovation at different levels.
  • 28. Conclusions About the roles in the design process In many industries, they know that the traditional separation of roles must change, and is changing little by little, but is not easy. Why it is not easy to change? … they don't have enough money or don't know how much it costs (to bring users to help) … they don't know how a good design approach can contribute … they lack of innovative user- driven attitudes.
  • 29. Conclusions About companies putting this change of roles in practice It is more difficult for the larger industries - user participation in their research budgets but - design process are connected only through formal documents and fail in having a rich communication. For smaller companies, who have much smaller budgets, - often build a stronger relationship with their users. - they may not count with the aid of appropriate methods (tech/money problem)
  • 30. Fin.