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Co-design tools and techniques - world usability day rome 2015

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tools and techniques for a great co-design workshop

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Co-design tools and techniques - world usability day rome 2015

  1. 1. CO-DESIGN tools and techniques @alessioricco1
  2. 2. WHAT IS CO-DESIGN ➤ Participatory design (originally co-operative design, now often co-design) is an approach to design attempting to actively involve all stakeholders (e.g. employees, partners, customers, citizens, end users) in the design process to help ensure the result meets their needs and is usable
 (wikipedia) photo from https://feeoonah.wordpress.com/2
  3. 3. THE POINT OF VIEW OF CONSULTANCY ➤ “How can consultants and organisational members concrete conversations about the way the consultancy process can be structured and sequenced to facilitate new patterns of meaning making and actions?” Dialogic Organisation Development: Theory and Practice of Transformational Change
 (Ed: Bushe, Marshak) 3
  4. 4. WHO ➤ all the stakeholders could be actively involved in the design process ➤ designers ➤ IT people ➤ marketing ➤ users ➤ citizens ➤ etc.. photo (CC) Stuart Rayner, St. Helens4
 the designer will see things from different points of view and it’s lead to create things in different ways, with different approaches, materials and people photo from https://flexhousing.wordpress.com/flex-dundee-workshop/5
 the user expertise, skills and experience are fundamental and valuable parts of the design process photo from https://flexhousing.wordpress.com/flex-dundee-workshop/6
 users, stakeholders, designers have the right to partecipate in the process because they are involved at different level photo from https://flexhousing.wordpress.com/flex-dundee-workshop/7
  8. 8. THE POINT OF VIEW OF STAKEHOLDERS ➤ Co-design is aimed at developing a sense of joint ownership regarding the specific project, since various stakeholders have voice in the process.
 Dialogic Organisation Development: Theory and Practice of Transformational Change
 (Ed: Bushe, Marshak) 8 “We own what we create”
  9. 9. WHEN ➤ change management ➤ willingness to delegate or reduce control ➤ need share the design process ownership photo Simon Blackley9
  10. 10. WHERE ➤ the venue depend by the co- design activity itself, the number of participants, the material and equipment availability (whiteboards, printers, post-it, tables, etc…) photo from https://flexhousing.wordpress.com/flex-dundee-workshop/10
  11. 11. PREPARING THE WORKSHOP Making Things Works 11
  12. 12. ORGANIZATION CHECKLIST: ➤ define the purpose ➤ who will attend? who they are? how should they be selected? ➤ how they expect? ➤ how participatory should it be the workshop? ➤ how long should be the co-design activity? ➤ programme planning ➤ language, language differences, interpreters, cultural differences ➤ logistic, how to manage transport ➤ material and equipment ➤ outputs: video, prototypes, reports ➤ follow-up: how and who ➤ food, special needs ➤ cultural awareness ➤ all the things that are not in this list :) 12
  13. 13. FACILITATOR make things easy 13
  14. 14. FIND YOUR OWN STYLE MIXING 3 DIFFERENT DELIVERY STYLES: 14 lecturer trainer facilitator characteristic ➤ up front style ➤ expert ➤ good public speaker ➤ no flexibility in group change ➤ 60/40 front/moving ➤ not necessary the expert ➤ exercises and demo ➤ more flexible ➤ move around ➤ only facilitation skills ➤ 30/70 verbal, exercises ➤ absolutely interactive material projector, slides, video visual aids and flinchers, handbook for participants wide range of visual, audio and kinaesthetic materials model ➤ imparting knowledge ➤ little hands on ➤ questions at the end ➤ sharing knowledge ➤ hands on sessions ➤ questions at the end of sessions ➤ sharing experience and skills ➤ mostly hands on ➤ questions, questions, questions How to run a great workshop - Nikki Highmore Sims, Pearson-Prentice Hall
  15. 15. FACILITATOR SHOULD: ➤ show respect ➤ establish rapport ➤ abandon preconceptions ➤ hand over the stick ➤ watch, listen, learn ➤ learn from mistakes ➤ be self-critical and self aware ➤ be flexible ➤ support and share ➤ be honest 15 Young people and sexual Health Project, Department of public health medicine, University of Hull, 1995
  16. 16. ICEBREAKING How to start with no embarrass photo from http://explorenorth.com/16
  17. 17. WARMUP CHECKLIST ➤ be relaxed and smile ➤ ask people to help you (chairs, tables, badges, etc..) ➤ ask them to express their expectations ➤ objectives definition/presentation, discuss them ➤ mutual introductions
  18. 18. “INTRODUCE YOURSELF” some examples of great introduction games 18 photo by reddit
  19. 19. ASK THE PARTICIPANTS TO ➤ stand up, introduce themselves and tell….
 (their breakfast, the last thing they read before the workshop, etc…) ➤ walk around the space and greet, shaking hands and introduce themselves ➤ find an inspiring object from their place and bring it to the workshop, explaining why it’s so important for them ➤ introduce themselves using a hourglass or keeping a match in their hands
  20. 20. GROUPING how to find the perfect mix 20
  21. 21. SOME TIPS FOR A GOOD GROUP BUILDING ➤ create homogeneous groups per gender, age, skills, company functions, etc. ➤ ask participants to avoid to group with friends, colleagues, relatives, etc. ➤ create common interests groups ➤ create matchmaking games
 (eg: give each participants a puzzle piece and make them find their counterparts) 21
  22. 22. EXAMPLE: CODESIGN JAM ➤ N groups of 5 participants maximum ➤ each group must have a developer, a designer and three other participants with different background and skills. ➤ take N postcards (each for group), cut each of them in 5 pieces ➤ put the pieces in 3 jars, one jar for developers, one for the designers and one, bigger, for the other participants ➤ the smaller jars contains N pieces, each one from a different postcard, the bigger one contains N*3 pieces ➤ each participant should take a piece from the right jar and find the right counterpart 22 photo by clipartpanda.com
  23. 23. ACTIVITIES see the world with different eyes 23 photo by reddit
  24. 24. THREE ACTS Open Divergent A Ideas 
  25. 25. THREE ACTS Open Explore Divergent Emergent A Ideas 
 Informations Experiment 
  26. 26. THREE ACTS Open Explore Close Divergent Emergent Convergent A B Ideas 
 Informations Experiment 
 Test Decision 
  27. 27. 4 DIFFERENT KIND OF GAMES ACTIVITIES ➤ core activities
 (that work well in any situation) ➤ opening activities
 (to use for generating ideas) ➤ exploring activities
 (working with generated ideas, finding serendipity) ➤ closing activities
 (prioritization,voting and comparison) 27
  28. 28. 4 DIFFERENT KIND OF GAMES ACTIVITIES ➤ core activities
 (that work well in any situation) ➤ opening activities
 (to use for generating ideas) ➤ exploring activities
 (working with generated ideas, finding serendipity) ➤ closing activities
 (prioritization,voting and comparison) 28
  29. 29. CORE GAMES evergreens 29
  30. 30. AFFINITY MAP ask a question, collect the answers, create affinity clusters
  31. 31. Mario Rossi - Sviluppatore SEEING SAYING DOINGFEELING HEARING vede il monitor parla un linguaggio incomprensibile parla di telefilm e cose pop molto di nicchia sta in un open space rumoroso, ma non sono i suoi colleghi a parlare ad alta voce se possibile ascolta musica nelle cuffie mentre lavora ride o impreca da solo vede la sua scrivania disordinata e piena di junk food e cartacce scrive una applicazione strategica per la società oppure installa driver e antivirus ai colleghi. oppure entrambe le cose. chatta con i colleghi. si sente frustrato. potrebbe fare di più ma all’azienda questo non interessa e lo impiegano male “è meglio non coinvolgere il reparto ICT perchè è troppo lento, ci blocca le attività, non è agile nelle decisioni” viene interrotto da colleghi che chiedono qualunque cosa RTFM! LOL! EMPATHY MAP
  32. 32. OTHER POSSIBLE GAMES ➤ card sorting ➤ storyboard ➤ dot voting ➤ 7P Framework
 (Purpose, Product, People, Process, Pitfalls, Prep, Practical Concerns) 32
  33. 33. OPENING GAMES how to facilitate the divergent stage 33
 ANALYSIS mapping the stakeholders in a grid using “power” and “interest” as measure 34
  35. 35. COVER STORYthink the future of your organisation and visualise it 35 photo by https://wiki.library.ucsf.edu/display/EdTechStrategic/Our+Work
  36. 36. EXPLORATION GAMES how to facilitate the emergent stage 36 photo by reuters
  37. 37. BLIND SIDEdisclose and discovery information that can impact success in the company 37 photo from gamestorming.com
  38. 38. 38 38
  40. 40. OTHER POSSIBLE GAMES ACTIVITIES ➤ world cafè ➤ open space ➤ Affinity map ➤ etc, etc.. 40
  41. 41. CLOSING GAMES how to facilitate the convergent stage 41 photo from Reservoir Dogs
  42. 42. 42 42photo from asynchrony
  43. 43. 43 43 ETHOS, LOGOS, PATHOSevaluate your value proposition using the three elements of the aristotelian rhetoric
  44. 44. 44 44 WHO, WHAT, WHEN who what when done?
  45. 45. OUTPUTS 45 photo from Reservoir Dogs
  46. 46. SOME OUTPUT EXAMPLES ➤ pictures/flipchart produced during the co-design activities ➤ prototypes ➤ storyboards ➤ models ➤ video, animations ➤ 3d prints ➤ software prototypes ➤ etc, etc.. 46
  47. 47. 47 47
  48. 48. 48 48 PROTOTYPE
  49. 49. 49 49 SKETCHING
  51. 51. GAME
  52. 52. HOW TO RUN
  53. 53. CODESIGN JAM ROMA 53 www.codesignjam.it
  54. 54. CODESIGN JAM ROMA MATERIAL ➤ improclinic: test your prototype using improv actors 
 (featuring “I Bugiardini”)
 ➤ service design resources
 http://www.codesignjam.it/le-nostre-jam/global-service- jam-2013/risorse-sul-service-design/ ➤ faces and emotions from the codesign jam 
 https://vimeo.com/29001980 54
  55. 55. 55 55 IMPROVE-UX photo from asynchrony
  56. 56. @alessioricco
 https://it.linkedin.com/in/alessioricco Thank you!