2. What is it?
• It is a methodology that includes involving
stakeholders, designers and users on an
equal footing in the design process in order
to help ensure the product designed meets
their needs and is usable.
• An idea for a new service or solution is
presented and the stakeholders are asked
to participate during several stages of an
innovation process: the initial exploration
and problem definition both to help define
the problem and to focus ideas for
solution, and during development, they
help evaluate proposed solutions.
3. What is it?
• It follows iterative
design, evolving each design after
being tested with users and asked
for feedback.
• This is the Scandinavian tradition
of design of IT artefacts and it has
been evolving since 1970.
• Collaborative design is about
working together to achieve a
shared goal.
4. Differences with the co-operative process
• The iterative process involves two
or more people (or organisations)
working in unison.
• The collaborative design process
goes beyond the meeting of
common goals by creating a
collective determination to
achieve an identical objective.
5. When in the project lifecycle?
• At the idealisation phase:
Before the budget is
approved, having a clear goal and a
shared understanding of it could
help a better estimation of costs
and timescales.
It provides as well with a visual
product for getting budget approval.
• Why?
It brings innovation to the
company, it does not need to be
bound by limitations, resources
shortages or specific technology.
Only the best customer experience
and services are in mind.
6. When in the project lifecycle?
• At the design phase:
It allows a better understanding
and explanation of the
business, technical and user
requirements.
• Why?
Including all stakeholders
before the actual development
has started.
Have a visual representation of
the final product much earlier
on the process.
Possibility of parallel
development, agile approach
and even extra planning for
issues.
Plus a good start for a test plan
creation.
7. Benefits
• Working together for the same goal.
• Clear understanding of the objective and main deliverables.
• Clear understanding of the user, business and technical
requirements for all stakeholders.
• Better and more accurate estimations of costs & timescales.
• Improved communications across different channels and
stakeholders.
• Consistent user experience and brand design with other
projects and services.
• Possibility of re-using resources for future projects.
8. Which resources?
• One representative per stakeholder team at
least:
UX expert
IT
Marketing & Brand
Finance
Project Management
Legal
Etc.
• Willingness to accept the challenge and being
open-minded for receiving feedback and new
ideas.
• A couple of days at the start of the project for
a workshop and a couple of hours a week for
maintaining contact with the iterations.
9. Which resources?
• For designing new products or services or re-
designing current ones, we just need some
very basic materials at the workshop:
Paper templates and post-its.
Pens, colours, etc.
A computer with a projector for sharing early
designs.
Brand guidelines.
• And then, when providing the deliverables:
Axure or prototyping software for wireframes
and prototypes.
PDF, Office or document sharing software.
10. Deliverables
• Business, technical and user
requirements definition documents.
• Customer journeys.
• Low and High-fidelity design for the
final product/service.
• Timescales & Cost estimations.
• Milestones definition.
11. What type of projects?
• New products or services:
New channels (retail, web, etc)
Ideas exploration.
• Improving user experience for current products/services.
• Re-design of screens for current products or services.
13. Paper prototyping
• “The sketchboard is a low-fi
technique that makes it
possible for designers to
explore and evaluate a range
of interaction concepts while
involving both business and
technology partners. Unlike
the process that results from
wireframe-based design, the
sketchboard quickly performs
iterations on many possible
solutions and then singles out
the best user experience to
document and build upon.” -
Brandon Schauer, Adaptive
Path
14. Paper prototyping - advantages
• The ability to convey a solution visually.
• The ability to presuppose new solutions.
• The ability to fuse together a solution from competing constraints.
16. Customer journey mapping
• It is a form of consultation to
improve a service through
finding out how people use
the service and how they
interact with the service
provider.
• It provides a map of the
interactions and emotions
that take place, and can help
an organisation provide its
customers with the
experience it wants them to
have.
17. Customer journeys - advantages
• Definition of how prospective and current
customers use a service and when they interact
with staff and the system.
• Clear understanding of how customers perceive
the organisation at each interaction and how
they would really like the customer experience
to be.
• Perspective on how departments and functions
need to work together.
• Identification of any potential barriers and
obstacles that customers encounter.
• Possibility of designing an optimal experience
that meets the expectations of major customer
groups and achieves competitive advantages.
19. Idea/concept development
• Concept development is a design process
driven by a set of business
requirements, user needs and technical
specifications, which are then converted
into a set of conceptual designs.
• These designs represent an approximate
description of form, working
principles, and product or service features.
• Uses collaborative techniques like
brainstorming, collateral
thinking, sketching, customer journey
mapping, etc.
20. Idea/concept development - advantages
• No boundaries & limitations
thinking.
• Innovation via your own resources
and the people who know your
services best.
• Inclusion of potential and current
user opinion on the new projects
planning.
22. Summary of benefits
• Provides a method to focus on the big problems before getting mired in
the niggly details.
• Allows the swift exploration of multiple ideas to develop the right
solution.
• Involves others.
• Does it all visually!
23. Questions?
Luke Burrows & Paula Mestre
User Vision
55 North Castle Street
Edinburgh
EH2 3QA
p: 0131 225 0850
e: luke@uservision.co.uk
e: paula@uservision.co.uk
Editor's Notes
The idea is to bring together all the people who is already involved or is going to be involved on the project.Working together is the way to do it.All of them need to have the same understanding of the problem or idea and use the innovation of being all together for focusing on the best outcome.
The collaborative working environment enables participants to achieve their goals whilst aiding others within the group. It ensures a constant awareness of each individuals’ needs whilst developing a strategy to accommodate the whole.Having an iterative approach as well allows to refine the design to ensure that meets all requirements and to identify any possible limitations or bottle necks for the development.
It’s about getting as many benefits as possible from the collaboration, not just achieving the goal, but getting a common understanding of the methodology, the requirements, the technologies and of course a common know how of the service/product.why? To have flexibility in case there are unexpected issues or problemsTo be able to re-use the final products and any of the resources used on the process.To ensure consistency for future project, investing on the future
Ask particiants about their involvement in agile dev and similar workshops!
The ability to convey a solution visuallyA picture is worth a thousand words and in terms of the design concept far less abstract than trying to convey with writing or talking.The ability to presuppose new solutionsIn the moment of creation designers often make instinctual leaps based on incomplete information of the problem. These solutions may not have been arrived at based on logical deduction alone as designers break the boundaries of the obvious alternatives.The ability to fuse together a solution from competing constraintsTackling design constraints as and when they arrive can result in an unwieldy solution. Great design is more than the sum of its parts and results from great designers carefully encompassing each component into a cohesive whole.