O slideshow foi denunciado.
Seu SlideShare está sendo baixado. ×

MadPow Webinar: Participatory Design - Discovering Unmet Needs & New Solutions

Anúncio
Anúncio
Anúncio
Anúncio
Anúncio
Anúncio
Anúncio
Anúncio
Anúncio
Anúncio
Anúncio
Anúncio

Confira estes a seguir

1 de 67 Anúncio

Mais Conteúdo rRelacionado

Diapositivos para si (20)

Semelhante a MadPow Webinar: Participatory Design - Discovering Unmet Needs & New Solutions (20)

Anúncio

Mais recentes (20)

Anúncio

MadPow Webinar: Participatory Design - Discovering Unmet Needs & New Solutions

  1. 1. Jennifer Briselli Managing Director, Experience Strategy & Design @jbriselli jbriselli@madpow.com Participatory Design Discovering Unmet Needs & New Solutions
  2. 2. What is Participatory Design? Why might you use these this approach in your own practice or organization? How has it been successful for others? What does it look like? How do you do it? Overview
  3. 3. “If I had asked people what they wanted, they would have said faster horses.” Henry Ford
  4. 4. “If I had asked people what they wanted, they would have said faster horses.” ???? ?
  5. 5. If asking people “what they want,” doesn’t work, what are we supposed to do?
  6. 6. What is Participatory Design?
  7. 7. What it is: An approach to design that invites all stakeholders (e.g. ‘end users,’ employees, partners, customers, citizens, consumers) into the design process as a means of better understanding, meeting, and sometimes preempting their needs. What it is not: • A variation on interviews or focus groups • A way to “make your users do your job for you” • A single prescriptive method or tool • A rigidly defined process • (see also: co-design, co-creation, co-production, collaborative design…) • A holy grail What is Participatory Design?
  8. 8. Involving the people we’re serving through design as participants in the process. What is Participatory Design?
  9. 9. Credit: Liz Sanders
  10. 10. Credit: Liz Sanders
  11. 11. Design Process DISCOVER Adapted from “Double Diamond Model of Product Definition and Design” from UK Design Council
  12. 12. DISCOVER SYNTHESIZE Design Process Adapted from “Double Diamond Model of Product Definition and Design” from UK Design Council
  13. 13. DISCOVER SYNTHESIZE GENERATE Design Process Adapted from “Double Diamond Model of Product Definition and Design” from UK Design Council
  14. 14. DISCOVER SYNTHESIZE GENERATE FOCUS Design Process Adapted from “Double Diamond Model of Product Definition and Design” from UK Design Council
  15. 15. DISCOVER SYNTHESIZE GENERATE FOCUS EVALUATE Design Process Adapted from “Double Diamond Model of Product Definition and Design” from UK Design Council
  16. 16. DISCOVER SYNTHESIZE GENERATE FOCUS Adapted from “Double Diamond Model of Product Definition and Design” from UK Design Council Generates design principles & direction Generates viable solution concepts Where does participatory design fit in?
  17. 17. “Participatory design methods, especially generative or ‘making’ activities, provide a design language for non designers (future users) to imagine and express their own ideas for how they want to live, work, and play in the future.” - Liz Sanders Why it’s useful
  18. 18. For example…
  19. 19. For example… Users often talk about wanting to have an “easy to navigate” site and “answers at their fingertips,” but when they created imaginary screens, they focused less on easy navigation and more on making sure the interface would know the person viewing it and remind them of key information, pre-empting questions and the need to navigate much at all.
  20. 20. Framing: Identifying goals, objectives, key questions, hypotheses Planning: Planning activities that answer these questions Facilitating: Ensuring & documenting productive participation Analyzing: Making sense of it all to identify actionable insights How to do it
  21. 21. Framing
  22. 22. Stakeholders, Co-creators, End Users Challenges & Goals Questions & Unknowns Assumptions & Hypotheses Choosing Activities Framing
  23. 23. Many types, many goals • Trust Building • Collaboration • Narrative • Generative • Reflective Choosing activities & methods
  24. 24. Participants help us understand their needs via storytelling. These activities are intended to elicit memories and help build empathy and understanding, building trust and identifying opportunities along the way. Examples: • Journey mapping • Love letter/breakup letter • Collaging • Empathy mapping • Knowledge hunt • Reenactments ‘Narrative’ activities
  25. 25. Example: Collage This activity helps members’ express their experiences and needs in a way words can sometimes fail to describe. Participants will also put themselves at the center of the map, which allows us to understand how members’ conceive of their own agency (or lack thereof). How: Participants are provided a prompt and asked to spend 30-45 minutes creating a collage that describes their feelings about the prompt. Participants are then asked to share and discuss their collage. Facilitators may ask participants to elaborate to better elucidate examples and opportunities. Materials: paper, images, glue sticks or tape, writing utensils, post-its
  26. 26. Participants generate ideas and create prototypes of products, services, or experiences • Sometimes participants create viable solution concepts • Sometimes participants create items that give designers insight & direction Examples: • Magic screen/button/object • Interface toolkit • Physical/paper/rapid prototyping • Fill in the blank • Ideal workflow • Ecosystem mapping ‘Generative’ activities
  27. 27. Generative methods uncover latent needs. Image: Liz Sanders
  28. 28. Example: Magic Object Providing members with materials that allow them to engage in a making process can provide insights about potential design solutions as well as uncover latent needs. How: Participants are provided building materials and a prompt, and asked to spend 30-45 minutes creating the objects. Participants are then asked to share and briefly discuss their creations. Facilitators may ask members to elaborate on aspects of their explanation where appropriate to elucidate examples and opportunities. Materials: Paper, construction materials, glue sticks or tape
  29. 29. Participants make connections and judgments that help us understand the value of potential design solutions. These activities help participants and designers evaluate and understand the value of existing experiences or potential future design solutions. Examples: • Card sorting • Value ranking • Storyboard/Concept speed dating • Bodystorming/Gamestorming • 2x2 Matrix ‘Reflective’ activities
  30. 30. Example: 2 x 2 This activity helps customers’ express priority and categorization; it’s a way to understand their mental model and allow customers to design ideal content structures, information architecture, or other experience structures at the same time. How: Participants are provided a labeled 2 x 2 grid and a series of words or images, and asked to spend 30-45 minutes placing the words or images within the grid wherever they make sense to the participant. They are then asked to share and discuss their creation. Materials: paper, labeled 2 x 2 grid, images or words printed on cards, glue sticks or tape,
  31. 31. The design prompt sets the stage and ensures participants will focus their contributions on the goals, questions, or hypotheses you’ve identified. For example: “Use the items provided to create a perfect remote control.” “Draw an imaginary classroom that provides all your educational needs.” “Create a script for the ideal interaction between a nurse and patient.” Design Prompts
  32. 32. Planning
  33. 33. Where: office, school, home, outdoors, in context Who & how many: large group, small group, individual Observation methods: notes, video, photo, artifacts Materials: construction kits, legos, playdoh Logistics: recruiting (>2 weeks), honorarium, volunteers, observers Planning
  34. 34. Facilitating
  35. 35. Be prepared Be yourself Be flexible & adaptive Be reflective Be warm & friendly Facilitating: Participation
  36. 36. Document Document Document • Dedicated note taker(s) • Photograph • Record audio & visual when possible (consent is key) • Keep artifacts when possible Ask participants to tell you about what they create • 1 on 1 • Show & tell • Share a story • Write a commercial • Create a pitch Facilitating: Capturing Value
  37. 37. What they create is often less important than how they describe its value.
  38. 38. Analyzing
  39. 39. Cut irrelevant or incomplete information Get everything into a common format Follow your instinct… analysis is as much art as science Expect to spend at least 2 hours of analysis for every hour spent facilitating. Analyzing
  40. 40. Raw Data • Notes • Photos • Videos • Audio • Artifacts Standardized Data • Spreadsheets • Post-its Participant Clusters Opportunity Clusters Theme/Affinity Clusters Identified Patterns Potential Output • Focus Areas • Design Characteristics • Design Principles • Solution Concepts • Prototype Ideas
  41. 41. Participant 1 Notes & Photos Participant 2 Participant 3 Opportunity 1 Opportunity 2 Pattern 1 Pattern 2 Opportunity 3
  42. 42. “If I had asked people what they wanted, they would have said faster horses.” ???? ?
  43. 43. Instead of asking people to tell us “what they want,” why not give them the language and tools to show us what they want... Or even to create it themselves.
  44. 44. Thinking about… What are the most important takeaways for your organization? What are the most important questions left unanswered? Wrap Up – Q & A
  45. 45. Jennifer Briselli Managing Director, Experience Strategy & Design @jbriselli jbriselli@madpow.com Thanks!

×