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Jeux d'Innovation (FLUPA UX Day 2013)
1. Utilisation de jeux pour explorer
des problèmes et développer
des solutions
Francis Rowland
Designer UX
EMBL European Bioinformatics Institute
@francisrowland
Friday, 14 June 2013
Notes for each slide of this presentation are in English
My talk is about innovation games, a particular type of “serious game”, which I’ve found to be
an essential part of my UX design toolkit. Although I’m not going to teach you any particular
games, I want to share some of my experience of using games to work with my colleagues, to
explore problems and develop solutions.
2. Structure de la présentation
EMBL-EBI
FLUPA UX Day 2013, Paris
@francisrowland
INTRODUCTION
Sur moi, l’endroit
où je travaille, les jeux
EXPLORATION
5 points
principaux
CONCLUSION
Remarques
finales
Friday, 14 June 2013
Using a structure similar to that of a typical innovation game, we’ll start with a short introduction to set the scene.
Then I’ll describe 5 key points that I think matter to UX designers. Finally, I’ll close with a recap and some
resources.
3. Qui je suis
EMBL-EBI
FLUPA UX Day 2013, Paris
@francisrowland
Designer UX avec
expérience en web design
Co-organisateur de
Cambridge Usability Group
Producteur de tas de
sketchnotes!
Où je travaille
Institut Européen de Bioinformatique
Financement public
Plus de 40 services disponsibles en
ligne pour les rechercheurs
500 scientifiques et développeurs
... et trois designers UX
Friday, 14 June 2013
A bit about me, my background, and where I work
4. Jouer, et les jeux
EMBL-EBI
FLUPA UX Day 2013, Paris
@francisrowland
Pour comprendre Pour s’amuser ... pour faire les deux?!
Zombie Chase
City of Albany,
Oregon, USA
Essai de jeux pour
un atelier, EMBL-EBI
Un bébé mignon!
Friday, 14 June 2013
So what are we talking about?
Playing and games. When we’re very young, we play just for the sake of playing, but it also helps us learn about
and understand the world. We play for fun, too, of course (in this example, lots of runners taking part in a Zombie
Chase in Oregon, USA).
Games are often described as structured play.
In the workplace, we can use games both to learn and explore, and to have fun.
They provide a way to bring together a range of people and give a voice to those who might often stay quiet.
5. 1.
Les jeux sont un moyen d’encourager
des discussions productives
EMBL-EBI
FLUPA UX Day 2013, Paris
@francisrowland
Friday, 14 June 2013
Essentially, games give us structure; a framework for approaching discussion of a problem, generation of ideas,
and development of possible solutions. They are effective throughout a project but I often find them most useful
at the beginning, when I work with my colleagues to help them clearly articulate problems and design challenges.
Better meetings, yes, but also a better shared understanding.
This has to be a good thing for us as UX designers, since it can help us craft better solutions.
6. L’anatomie d’un jeu d’innovation
EMBL-EBI
FLUPA UX Day 2013, Paris
@francisrowland
Introduction
Exploration
Conclusion
Friday, 14 June 2013
Here we have the typical structure for an innovation game.
We introduce the game, explaining the purpose, the rules, and the possible outcomes.
We play the game, exploring a given topic according to the rules of the game, guiding the participants throughout.
Critically, we “close” the game, often inviting participants to present back what they have achieved.
7. C’est pareil pour les ateliers quand
nous utilisons des jeux
EMBL-EBI
FLUPA UX Day 2013, Paris
@francisrowland
Minutage
Activitiés
Participants
Localisation
Matériel
Rafraichissements
Préparation Atelier
Direction
Explanation
Inclusion
Traduction
Après
Et maintenant?
Il faut faire un compte rendu.
Friday, 14 June 2013
These games are often used as part of a larger meeting or workshop, and these can have a broadly similar
structure. Preparation <> workshop <> sense-making.
We spend some time (often quite a bit!) preparing for a workshop (the “7Ps” game is very useful here), including
preparing any materials.
During the workshop itself, we act as guides and even temporary leaders as the games are played. This is where
our “people skills” come in handy!
Ideally, we need to allow time after the workshop for debriefing with the organisers, and making use of the
artifacts produced by the participants.
8. Types de jeux (d’innovation)
EMBL-EBI
FLUPA UX Day 2013, Paris
@francisrowland
www.gogamestorm.com
Friday, 14 June 2013
Dave Gray, co-author of the book Gamestorming, produced a diagram (originally in English) that suugests broad
categories for the kinds of innovation games we might use.
Social - where we humanise a topic and get to know characters involved, and each other.
Categorisation and sorting - where we begin to deconstruct a topic to make it more manageable; arrange,
prioritise, vote for and rank things; arrange descriptions according to particular frameworks.
Sythesis - where we use games to produce increasingly tangible artifacts and representations
We might use a combination of these types of games during a workshop.
9. 2.
Nous, les designers UX, sommes bien
placés pour utiliser des jeux pour
assister le processus de design
EMBL-EBI
FLUPA UX Day 2013, Paris
@francisrowland
Être capable d’animer des
réunions et des ateliers est une
des 5 compétences indispensables
pour les designers UX!
Jared Spool
Friday, 14 June 2013
I think it’s often the case that we designers have a role as communicators, facilitators, and translators... we are
well-placed to use games to our advantage. Games can open up the design process.
Read Jared Spool’s article on Five Indispensable Skills for UX Mastery:
http://www.uie.com/articles/indispensable_skills/
... arguably, innovation games are an essential part of facilitating.
10. Inclure les gens: design participatif
EMBL-EBI
FLUPA UX Day 2013, Paris
@francisrowland
Ce n’est pas parce que l’on est designer qu’on a tous les idées!
Atelier de design participatif pendant UX Cambridge 2012
Designer
Participants
Lego
Friday, 14 June 2013
To be in a position to design efficient, effective and even delightful products and services, having a way to include
people in the design process - to learn from them - is essential.
Users, developers, stakeholders...
People who might be very quiet but who are full of experience and ideas.
Games, as Dave Gray writes, can provide a great mechanism mechanism for interaction and creative collaboration.
See http://www.gogamestorm.com/?page_id=66 for more on that.
Games also allow us to expose some of our process, so that design isn’t something mysterious that happens
elsewhere! As part of my work, I try hard to make sure that “design” is not a separate process; a veneer that is
added at the end. I try to involve my colleagues in the whole process.
Games give us that possibility, and allow us to bring together participants from diverse backgrounds.
11. Explorer des problèmes et développer
des solutions... en coopération
EMBL-EBI
FLUPA UX Day 2013, Paris
@francisrowland
“The 4Cs”, utilisé pour
décomposer un problème “Product box”, utilisé pour
guider la vision d’un produit
Friday, 14 June 2013
Moving from “fuzzy” problems to more defined problems
Lots of these games help us in visualising what we talk about, and making it more tangible.
This often helps to really focus discussion.
“This is what we’re going to try and solve”
Framing the problem
Defining things (constraints, business goals, user needs, etc)
Helping people to collaborate and work towards a common, agreed aim
In my experience, this is a key part of the design process.
12. 3.
Les jeux peuvent marcher dans tous
les domaines
(pas seulement le monde des affaires et du
commerce!)
EMBL-EBI
FLUPA UX Day 2013, Paris
@francisrowland
Friday, 14 June 2013
Innovation games (also sometimes called “business games”) are often presented in terms of being used in a
commercial environment. But they can work anywhere.
My experience, and that of my UX colleagues at EMBL-EBI, is that we can use games just as well when working
with scientists and developers who work in a highly complex, data-rich domain with diverse users.
Innovation games are a kind of “serious game”. If you work in conservative environment, where the idea of using
games might be anathema to some, it’s worth remembering that educators and the military also use games, to
help them explain or understand complex topics and situations.
13. Ex. 1: avec préparation
EMBL-EBI
FLUPA UX Day 2013, Paris
@francisrowland
durée: 1 jour
25 participants + 3
~2 jours de préparation
1 jour pour le “compte rendu”
Localement (sur le campus) -
facile à approvisionner
Atelier pour mieux comprendre la
“fouille de texte” parmi des biologistes
Une de mes collègues, Jenny Cham,
préparant le support pour un jeu
Friday, 14 June 2013
So here is an example of a game-filled workshop I am actually in the process of planning and preparing. I have
plenty of time to design the workshop with the cooperation of the organisers, since it will take place on July 2,
2013.
The outcomes of this workshop will allow a key report to be written. This report may then be used to influence
science policy later.
14. Ex. 2: un peu plus ad hoc
EMBL-EBI
FLUPA UX Day 2013, Paris
@francisrowland
durée: 1 jour
8 participants
~45 minutes de préparation
(pendant le repas de midi!)
2 heures pendant une soirée
pour le “compte rendu”
Ailleurs... donc pas grand
chose au niveau matériel!
Atelier pour discuter les ontologies en biologie
Friday, 14 June 2013
In my second example, however, I had very little time to prepare.
I had been a participant in this workshop but I could see that my knowledge of the topic was slight compared to
that of the other participants! So I took a step back, and offered to facilitate the rest of the workshop, to make it
as productive as possible.
The outcomes of this workshop will be published as an academic paper.
15. 4.
Les obstacles peuvent être vaincus
EMBL-EBI
FLUPA UX Day 2013, Paris
@francisrowland
Friday, 14 June 2013
In some cases, the adoption of games as a mechanism for collaborative discussion and exploration might meet some
obstacles.
People are often used to meetings “just being how theyʼve always been”, and may resist change.
My friend, designer Ryan Haney (@happygeneralist), has encountered this, and suggests the following key obstacles:
Willingness, company culture, experience (yours and that of your colleagues), perceptions & misconceptions, and logistics
Itʼs OK... you can overcome all this!
16. CollabLab: kit de démarrage
EMBL-EBI
FLUPA UX Day 2013, Paris
@francisrowland
Temp:
30mins - 1 heure
Endroit:
Le "idea lab"… dans le bureau ou même dans un café ou un bar; n'importe où, tant que vous
avez de l'espace sur les murs ou les tables, et de la tranquillité.
Jeux:
Choisissez 1 - 3 pour analyser
Ça dépend combien de temps vous avez et jusqu'à quel niveau vous voulez analyser un jeu.
Types de sessions: essayez les jeux; comparaison des techniques; analyser les jeux plus
complexes profondément.
Participants:
Le plus grand nombre possible!
Trois, c'est une classe; 12, c'est une party!
Si vous avez plus de 8 - 10 participants, vous pouvez les arranger en plusieurs groupes.
Friday, 14 June 2013
Experience of running particular games “live” is something that could hold us back. How do we learn?
Trying something out during a real workshop or meeting might work... or it might go horribly wrong, potentially
undermining peoples’ trust in you as a facilitator. Eeeek!
So how about learning games in a “safe” environment. In Cambridge, we ran a gamestorming club for a while,
organised by another designer, Andrew Morris. We met monthly to try out different games.
In a very similar way, Ryan Haney introduced “CollabLab” where he worked, for the same purpose.
I’ve reproduced the “Starter Kit” and “Format” for Ryan’s “CollabLab” guide - a collaborative laboratory for learning
and experimenting with innovation games. You can find the original in Ryan’s excellent presentation from UX
Cambridge 2011, “Game On”: http://www.slideshare.net/RyanHaney1/game-on-10397856
17. CollabLab: format
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FLUPA UX Day 2013, Paris
@francisrowland
Intro:
Introduisez chaque jeu.
Pourquoi c'est utile, quand l'utiliser (introduction, exploration, conclusion), autres remarques
et expériences.
Jouez:
Jouez aux jeux séparément ou en combinaison.
En variant la vitesse de jeu, on comprendra mieux l'investissement impliqué pour chaque
jeu.
Expérimentez!
Discutez et partagez:
Permettez assez de temps pour les discussions et réflexions avec le groupe.
Au cas où vous jouez à plusieurs jeux, c'est une bonne idée de laisser du temps entre
chaque jeu pour la discussion.
En général, le sujet de la discussion tourne autour du fonctionnement de chaque jeu; si les
attentes ont été satisfaites ou non; comment combiner les jeux; comment les utiliser.
Friday, 14 June 2013
This is the “Format” part of Ryan Haney’s CollabLab
18. 5.
Avoir une “trousse à outils”
EMBL-EBI
FLUPA UX Day 2013, Paris
@francisrowland
(soyez toujours préparés!)
Friday, 14 June 2013
It’s always great to learn new games that you can use as part of your design work.
As I’ve learned from sometimes needing to use games in an ad hoc way, though, it’s useful to have a toolkit of
tried-and-tested games to fall back on.
19. Quelques jeux favoris
EMBL-EBI
FLUPA UX Day 2013, Paris
@francisrowland
The 4Cs
3-12-3
Affinity diagram
Dot voting
Empathy map
Product box
Anti-solution
Speed sketching
Friday, 14 June 2013
I’ll use at least four of these games in the next workshop I’m facilitating.
I’ve used these games successfully and I’m confident that I can use them to get the most out of a meeting. Most
of these are featured in books and online.
Typically, it works best if the facilitator is not also a participant. That can be very tough.
It’s also good to have one or more co-facilitators, just to keep track of things and record interesting points.
You don’t have to call them “games”, either... adapt things to suit the environment where you work.
20. Ressources
EMBL-EBI
FLUPA UX Day 2013, Paris
@francisrowland
Gamestorming Innovation Games
www.gogamestorm.com innovationgames.com
Gray / Brown / Macanufo Luke Hohmann
Friday, 14 June 2013
“Gamestorming” is available in English, Russian, German, Spanish, Polish and Chinese... but not in French.
21. Résumé des points principaux
EMBL-EBI
FLUPA UX Day 2013, Paris
@francisrowland
1. Les jeux sont un moyen d’encourager des
discussions productives
2. Nous, les designers UX, sommes bien placés
pour utiliser des jeux pour assister le
processus de design
3. Les jeux peuvent marcher dans tous les
domaines
4. Les obstacles peuvent être vaincus
5. Avoir une “trousse à outils”
Friday, 14 June 2013
I hope that if you haven’t used games before as part of the design process, you’ll give it a try.
It really works very well, even in ostensibly complex domains.
If you’re already experienced, I hope you can find a way to share that experience and pass on some of your
expertise to others.
22. Oui, ça marche même avec les
scientifiques!
EMBL-EBI
FLUPA UX Day 2013, Paris
@francisrowland
Friday, 14 June 2013
Innovation games of one sort or another have become an essential part of the design process for UX designers
and researchers working in the field of science and informatics.
23. FIN
EMBL-EBI
FLUPA UX Day 2013, Paris
@francisrowland
@francisrowland
flavors.me/francisrowland
Remerciements à Karyn Mégy, Thomas Laurent, Ryan Haney, Dave Gray, Mary Bergman,
Sebastien Pesseat, Eddie Izzard, à vous et aux organisateurs de FLUPA UX Day 2013
Friday, 14 June 2013
A big thank you to FLUPA for having me as a speaker at FLUPA UX Day 2013, and to the
audience for putting up with my French! :)