experience labs: co-creating health and care innovations …radar.gsa.ac.uk/4250/1/reformatted...

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This work is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License. 1 Experience Labs: co-creating health and care innovations using design tools and artefacts Tara French a* , Gemma Teal a , Sneha Raman a a Institute of Design Innovation, The Glasgow School of Art *Corresponding author e-mail: [email protected] Abstract: For healthcare innovations to be successful, the voices of those receiving or delivering such innovations need to be heard much earlier in the design process. This is not easy as there are likely to be multiple stakeholders involved, and their different backgrounds make it difficult to challenge or evaluate potential innovation in the early stage of development. This paper positions the Experience Lab as a means of co-creating sustainable, innovative solutions to healthcare challenges. The Experience Lab offers participants, both receiving and delivering healthcare, the opportunity to engage in the design process, share insights, experience new concepts and imagine new ways of responding to challenges. The material artefacts and bespoke tools provide the conditions through which to create new meanings and shared experiences. This paper presents the Experience Lab approach, artefacts and tools, providing examples of these in context. The paper concludes with the need for further research to understand the role of artefacts and tools in supporting detail design and implementation beyond the Lab, and the potential of the Lab approach for other contexts. Keywords: participatory; healthcare; creativity; material artefacts 1. Introduction In Scotland, one in four adults over 16 report some form of long term illness, health problem or disability (Scottish Government, 2009). We face increased care needs due to our ageing population, with a predicted rise of 38 per cent in the number of people who will be over 85 in the population by 2016, and a 144 per cent rise in the over 85s by 2031 (ibid). The challenges of increasing demand and costs are compounded by decreasing budgets, which are not predicted to climb back to their 2009-10 levels until 2025-26 (Christie, 2011). The ‘2020’ Vision set out by the Cabinet Secretary for Health, Wellbeing and Cities states that by the year 2020 “everyone is able to live longer healthier lives at home, or in a homely

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Page 1: Experience Labs: co-creating health and care innovations …radar.gsa.ac.uk/4250/1/Reformatted Experience Labs Embodied Makin… · Experience Labs: co-creating health and care innovations

ThisworkislicensedunderaCreativeCommonsAttribution-NonCommercial4.0InternationalLicense.

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ExperienceLabs:co-creatinghealthandcareinnovationsusingdesigntoolsandartefacts

TaraFrencha*,GemmaTeala,SnehaRamana

aInstituteofDesignInnovation,TheGlasgowSchoolofArt*Correspondingauthore-mail:[email protected]

Abstract:Forhealthcareinnovationstobesuccessful,thevoicesofthosereceivingordeliveringsuchinnovationsneedtobeheardmuchearlierinthedesignprocess.Thisisnoteasyastherearelikelytobemultiplestakeholdersinvolved,andtheirdifferentbackgrounds make it difficult to challenge or evaluate potential innovation in theearly stageofdevelopment.Thispaperpositions theExperienceLabasameansofco-creating sustainable, innovative solutions to healthcare challenges. TheExperience Lab offers participants, both receiving and delivering healthcare, theopportunitytoengageinthedesignprocess,shareinsights,experiencenewconceptsand imagine new ways of responding to challenges. The material artefacts andbespoke tools provide the conditions through which to create newmeanings andsharedexperiences.ThispaperpresentstheExperienceLabapproach,artefactsandtools,providingexamplesoftheseincontext.Thepaperconcludeswiththeneedforfurther research to understand the role of artefacts and tools in supporting detaildesignand implementationbeyond theLab,and thepotentialof theLabapproachforothercontexts.

Keywords:participatory;healthcare;creativity;materialartefacts

1.IntroductionInScotland,oneinfouradultsover16reportsomeformoflongtermillness,healthproblemordisability(ScottishGovernment,2009).Wefaceincreasedcareneedsduetoourageingpopulation,withapredictedriseof38percentinthenumberofpeoplewhowillbeover85inthepopulationby2016,anda144percentriseintheover85sby2031(ibid).Thechallengesofincreasingdemandandcostsarecompoundedbydecreasingbudgets,whicharenotpredictedtoclimbbacktotheir2009-10levelsuntil2025-26(Christie,2011).

The‘2020’VisionsetoutbytheCabinetSecretaryforHealth,WellbeingandCitiesstatesthatbytheyear2020“everyoneisabletolivelongerhealthierlivesathome,orinahomely

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setting”(ScottishGovernment,2011).Toenablethisvisiontobecomearealitythereisaneedforthefocusofhealthcaretoshiftfromoneoftreatment,tooneofprevention,anticipatorycareandsupportedself-care,encouragingpeopletotakeincreasingresponsibilityandagencyintheirownhealth.

TheChristieCommissionontheFutureDeliveryofPublicServices(Christie,2011,p.vi)calledforasignificanttransformationofpublicservicestomeetthesechallenges.Ithighlightedtheneedforreformto“empowerindividualsandcommunitiesreceivingpublicservicesbyinvolvingtheminthedesignanddeliveryoftheservicestheyuse”,andtheopportunitytousethetalentsandassetswithincommunitiesto“supportself-relianceandbuildresilience”(ibid,ix).TheScottishGovernment’sCommunityEmpowermentActionPlan(2009,p.8)makesacommitmenttosupportpeopleandcommunitiestohave“morepowerandinfluenceoverwhatmatterstothem”.

Livedexperienceofpatientscanoftencomplementtheexpertiseofhealthcareprofessionalsandinvolving“layperspectives”inhealthresearchcanleadtoanumberofbenefitsforthequalityandimpactoftheresearch(Entwistle,Renfrew,Yearley,Forrester&Lamont,1998,p.463).Governmentandpolicymakersplacegreateremphasisoninvolvingthepublicindecision-makingandthereforeinnovationinthehealthandsocialcaresectorisbecomingincreasinglyparticipatory(ScottishGovernment,2009).

Thekeydifferencebetweenparticipatoryresearchapproachesandconventionalresearchapproachesliesprimarilyintermsofthe“alignmentofpower”withintheprocess(Cornwall&Jewkes,1995,p.1668).Variousmodesofparticipationexistincludingcontractual,consultative,collaborative,andcollegiate(Biggs,citedinCornwall&Jewkes,1995).Inparticipatoryapproachestheresearcherisnolongerthepersonwhoconductstheresearch‘on’participants,butresearches‘with’participants,becomingalearnerandfacilitator(Cornwall&Jewkes,1995,p.1668).

Inthispaper,wepositionExperienceLabsasaparticipatoryapproachthroughwhichtoharnessthelivedexperienceofparticipantsinacreativeenvironmenttoco-createsustainableinnovationinresponsetohealthcarechallenges.Wedescribeourparticipatoryresearchapproachandthedesigntoolsandbespokeartefactsusedintheprocess.Thetoolsandartefactsareillustratedwithexamples,andtheirroleinembodimentandlearningisdiscussed.

2.ParticipatoryapproachestohealthcareinnovationThevoiceofresearchparticipantsneedstobeheardmuchearlierinthedesignprocess,i.e.priortoideageneration,inordertoexplorechallengesandidentifyneeds(Teal&French,inpress).Participatorydesignisbasedonthepremisethatinvolvingparticipantsinthedesignofproductsandsystemswillachieveenhancedresultsintermsofefficiencyandusability(Bowen,2010).Engagingwithparticipantsattheearlystagesalsoallowsforadeeper

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understandingofexperienceinordertoidentifyunmetneedsforideation,andcanleadtopositivebenefits(Sanders&Stappers,2008)andcreateuser-drivensolutions.

Pressureisincreasingonhealthcareservicesanddigitaltechnologyisproposedasapotentialsolutiontoovercomemanyofthechallenges.Designisincreasinglyconcernedwiththe“futureexperiencesofpeople,communitiesandcultures”,andincreasingemphasisisplacedontheroleofgenerativedesigntoolstoimaginethese(ibid,p.10).Employingparticipatorydesignisthereforeimportantindevelopinginnovationtoensurethattheproductsandservicesdesignedwillmeetthefutureneedsofthepeopletheyaredesignedfor,i.e.thosedeliveringandreceivinghealthcareservices.

Thereisagrowingrecognitionoftheroleofdesigninshapingfutureservicesinthehealthandsocialcarecontext.Forexample,theNHShasemployedtheuseofdesignthinkingwithinhealthimprovementandincreasedadoptionofapproachessuchasuser-centredhealthdesignandevidencebasedco-design(Bowenetal.,2013;Robertetal.,2015).Thedevelopmentoftoolkitsandtheavailabilityofonlinedesigntoolshavemadedesignprocessesmoreaccessibletothosewhoarenotformallytraineddesigners(Bevan,Robert,Bate,Maher&Wells,2007).Whiletoolkitsmaysupporthealthcarestafftoinvolvepatientsinongoingserviceimprovement,itisunclearwhethertheseprocessesleadtotransformativeandsustainableserviceinnovationinresponsetothechallengesfacingourpublichealthandcareservices.Theseresourceshavealsoledtocriticismsofariskofdevaluingtheroleofdesignerswithintheprocess.Healthcareisacomplexadaptivesystem,andinadditiontoskillsandexpertiseindevelopingnewideas,designerscanprovidealevelofobjectivitythatpeoplewhoarepartofthesystemmayfinddifficulttoachieve.

3.Researchapproach:ExperienceLabsExperienceLabsareadesign-ledapproachtoco-creatingsustainablehealthandsocialcareinnovations.TheLabsaredevelopedandledbyamultidisciplinaryteamattheInstituteofDesignInnovation,TheGlasgowSchoolofArtandarecurrentlyatthecoreoftheDigitalHealthandCareInstitute(DHI),aninnovationcentrebasedinScotland.Weareexploringthepotentialofourapproachacrossawiderangeofprojectsinhealthandsocialcareinordertoshareourknowledgeandlearningwiththewiderdesigncommunity.Wehypothesisethatourparticipatoryapproachcanrespondtothechallengesfacedinthiscontextthroughthespacewecreateforcollaboration;supportingparticipantstowardscreating“preferablefutures”(Dunne&Raby,2013;McAra-McWilliam,2014,p.25);throughdesigningbespoketoolsandartefactstosupportdesignmethodsandactivities;theskillsoftheteamandtheenlightenedevaluationoftheapproachtosharetheknowledgeandlearning.

3.1CreatingaspaceforcreativityandcollaborationExperienceLabsprovideasafespaceforcreativityandcollaborationamongthosewhoparticipate.TheLabofferstheopportunityfornewcommunicativespacesandexperiential

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learning(Reason&Bradbury,2013)leadingtothedevelopmentofcollaborativerelationships.ExperienceLabsareanemergentprocess,similartoParticipatoryActionResearch(ibid),andasaresulttheenvironmentneedstobeflexible.Flexibilityallowstheresearchteamtogainarichunderstandingofparticipants’experience,behavioursandattitudesasparticipantsexploreandexperiencedigitaltechnologies.QuestionsposedintheLabaresometimesnotfullydeveloped.Developingthequestionissometimesasvaluableasfindingtheanswer.Thisisallpartofacreativeprocess,whichencouragesparticipantstothinkbroadlytowardscreatingapreferablefuture.FlexibilityisalsoaninbuiltpartoftheplanningofaLabgiventhatitisacreativeprocess,predominantlyfocusedonengagingparticipantstothinkcreativelyintermsoffutureexperiences.

ExperienceLabsaredesignedtooperateprimarilyatthecollaborativemodeofparticipation,butcanalsocutacrossallmodesofparticipationasthedesignprocessevolves.IntheLabstheacademic,businessandcivicstakeholders,togetherwithrelevantusergroupsassumetheroleofco-creators.Co-creationinvolvesabroadrangeofactivitiesthatareundertakenthroughtheentireresearchanddesignprocess.Thismeansinvolvingparticipantsatanearlystageintheprocess,asearlyasscopingandplanningresearch;andkeepingtheminvolvedatthelatterstagesofthedesignprocess,allowingideastoevolvefromaconceptstagetodevelopingprototypesinaniterativemannertowardscreatingaproofofconcept.

Whileresearchers,designersandthevariousstakeholdersareexpertsintheirrespectivedomains,theusersareexpertsoftheirownexperiences.TheLabsvaluethecollectiveknowledgeandsharedmotivationsofallparticipants,andpresentoutcomesthatrepresenttheinterestsofeveryoneinvolved.Overall,theLabsaimtoempowerthoseinvolvedtofeelalevelownershipoverwhatevolvesasaresultoftheLabprocess.

3.2ExperienceLabactivitiesPreparationandearlystagesofExperienceLabsaimtogainanunderstandingofthelivedexperienceofusers,inordertodesignbespokeactivities,artefactsandtoolstofacilitateco-creation.Inclusionofend-usersisconsideredascrucialtothesuccessoftheinnovationbeingexploredtoensurethattheconceptdevelopedmeetstheirneedsandpreferences(Kline&Rosenburg,1986).Scopingactivitiesmightincludeethnographicobservationsandinterviewsintheuser’shomeorworkenvironment.VisualandexperientialmappingactivitiesareoftenusedintheearlystagesofExperienceLabs,aimingtoexplorethepeople,places,productsandservicesinvolvedtocreateasharedpictureoftheuserscurrentexperiences.

ExperienceLabactivitieslargelyinvolveobservation,brainstormingandtheembodimentandtestingofideasasphysicalandexperientialprototypes.Prototypingallowsthinkingandideastoevolvethroughphysicalmakingandcreatesasafespaceforfailureleadingtofasterlearning(Coughlan,Fulton&Canales,2007).Italsoprovidesencouragementandpermissiontoexplorenewbehaviours(ibid).Thissupportsrapidcyclesofmakingandtrialling

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experientialprototypesfornewproducts,servicesortechnologyandextrapolationoffutureexperiencesinthenewcontext.Prototypingoftenbeginswithlowfidelitymodelsandgraduallyleadstoexperimentationwithafunctionalprototypeasideasarereviewed,adaptedandrefined(Swann,2002).ThisreflectstheexperimentalnatureoftheLabswiththeterm‘laboratory’representingtheexperimentationofnewideasandprototypesleadingtouser-driveninnovation.

LaterstagesofExperienceLabsoftenuseroleplayactivities,andmayinvolvetestingprototypesinrealisticenvironmentstounderstandhowparticipantsinteractwiththeprototypesandhowitchangescurrentworkingpracticesorexperiences.ExperienceLabactivitiesarerecordedandfootageislateranalysedtogaindeeperinsightsintohowparticipantsengagewithtoolsandwithothers.Avideographerdocumentstheexperienceoftakingpartasakeyoutcomeoftheresearchactivitytoaccompanyafullreportdetailingresearchfindingsandthemes,userrequirementsandideas,togetherwithiteratedprototypes.

3.3DesigntoolsandbespokeartefactsExperienceLabsareexperientialinthattheyallowandprovidespaceforparticipantstoexperiencenewproductsorservicesinordertocriticallyreflectandgivefeedback.Theroleofdesignwithinthisprocessistocreateboththeenvironmentandartefactsinorderforparticipantstobeabletodothis.Designtoolsandbespokeartefactscreatea‘newreality’(Niedderer,2013p.6),whichallowsparticipantstoexperienceaconceptthatisunknowntothem.Inthisway,thereisnoonemethodthatfitsall;eachLabisuniquetothecontext,participantsandcollaboration.TheLabsusearangeofgenerativetoolsincluding,experienceprototypes,scenariobasedtools,storyboards,androle-play.ThetoolscanalsobeusedintheLabtoexplorecurrent,nearfuture,andspeculativefutureexperience(Sanders&Stappers,2014)althoughitisapremiseoftheLabstoensurethatparticipantsareguidedtoconsiderpreferablefutures.Thesetoolsaretypicaltocollaborativeactivitiesfacilitatedbydesignersandcanrevealunderlyingpatterns(ibid),inadditiontoprovidingarichunderstandingofparticipantexperience.Designtoolsencourageparticipantstosharetheirexperiencesandbuildoneachother’sideas.Thetoolshelptoopenupthedesignprocesstomultiplestakeholders(Koskinen,Zimmerman,Binder,Redstrom&Wensveen,2011).ManyparticipantscometoaLabwithfeelingsofapprehensionanduncertainty,butthetoolsandartefactsgentlyeasethemintotheprocess.

MaterialartefactsarecreatedandmadebydesignerswithintheLabteamtosupplementthetoolsandenableparticipantstogainamorerealisticexperience.Artefactsproviderichinsightsintopeople’severydayexperience,actasamediatorandcoordinatorofinformationandprovide“anunderstandingofimportantprocesses,protocolsorconventions”(Vyas,Heylen,Nijholt&VanDerVeer,2009,p.106).ArtefactscanbeusedatdifferentstagesoftheLabprocesstoaidbrainstormingandexplorationofideas,enhanceinteractionsamongparticipants,enablethedesignofconcepts,andcollaborativeprototyping.Theartefactsare

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craftedaestheticallybutarenotfinishedtoaprofessionalstandard(Gaver,Dunne&Pacenti,1999)andenableparticipantstounderstandandimaginehowaproposedideamayworkforthemwhilsthavingtheflexibilityorambiguity(Gaver,Beaver&Benford,2003)tobechangedormanipulatedbyparticipantsthroughouttheprocessoftheLab.Theartefactsgeneratecreativediscussionamongstparticipants,theresultsofwhichareusedtoiteratethedesign.Theartefactsandtoolshelptocommunicateexperientialinformationtoparticipants,andthroughtheprocessofengagingwiththeartefactthroughthetoolduringtheLab,participantscanbegintounderstandhowtheproposedinnovationwouldcatertotheirneedsand‘fit’withtheireverydayexperienceorpractice(ornot).Artefactsnotonlyenablethetangibilityofapossiblesolutionbuttheyalsoprovidetheopportunitytoshareideas,reflect,envisionandrecord(Vyasetal,2009).ArtefactsandtoolscanthereforebeusedasbothadatagenerationmethodandaformofanalysisandevaluationofwhatoccursduringtheLab(Niedderer,2013).

TheartefactsfacilitatecommunicationwithintheLabsbyprovidingacommonlanguagethatallowspeopletoshareandbelistenedto:overcomingbarriersofdiscipline,hierarchyandculture.Theyallowparticipantstocommunicatevisuallyanddirectlywitheachother(Martin&Hanington,2012).Thetoolsandartefacts,likethemethod,areopen-ended.Theyhelptokeepthediscussionfocussedandprovideacommonmeansofexpression.However,thereisanadditionallevelofinterpretationandusethatisinvolvedinthecreationofanartefact.Eachartefactisthereforeunique.Anartefactprojectsthe“thoughts,feelings,anddesiresthataredifficulttocommunicatethroughmoreconventionalverbalmeans”(ibid,p.94)andthesharedmotivationofthegroupinvolvedinitscreation.Theyembodythenewknowledgethathasbeencreatedthroughthecollaborativeprocess.Thetangibilityofpossiblefutureinnovationsallowsparticipantstobegintodiscussandexplorehowtheconceptcouldbeembodiedandimplemented.

3.3RoleoftheLabteamWithinthecontextofExperienceLabs,thedesignprocessisopeneduptoincludeendusers,andthedesigner’staskistoensurenon-designersfeelsafeoutsidetheir‘comfortzone’,enablingcreativeconversationstohappen.Atthisearlystagetherearemanyunknowns,andtheopportunityidentifiedislikelytobedifficulttoarticulateatthefuzzyfrontend(Sanders&Stappers,2008)ofthedevelopmentprocess.Allthisuncertaintycanbeoverwhelmingtonon-designers,andfacedwiththetaskoftakingideasforward,itcanbetemptingtoreverttoinductiveproblemsolving,andtriedandtestedapproachesthatofferlittlescopeforrealinnovation(Bate,Robert&Bevan,2004).

Inhisethnographicstudyofdesigners,Michlewski(2015,p.53)highlightsthedistinctivedesignattitudeofdesignersinpositivelyembracinguncertaintyandambiguityinordertotake“acreativeleap"andinnovate.Inadditiontothisinherentattitude,designersgroundcreativeexplorationwithagenericdesignprocessthatisopenenoughtosupportemergenceandambiguitywhilstensuringtimelydecisionsaremade.

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TheLabsbringtogetherstakeholdersfromarangeofbackgrounds.Thismayinvolvethepublic,professionals,academicsandbusinesses.Itisthereforeimportantforthedesignertoensurethatthetoolsandartefactsemployedaresupportiveofthecollaborations.Whenworkingwithdifferentstakeholdersitisimportanttoestablishacommonlanguageandwayofunderstanding,oftensupportedthroughthetoolsandartefacts,whichcanbreakdownbarriersandprovideaplatformforcommunication.WithintheLabitisimportantthatparticipantsaremadetofeelcomfortableandareencouragedtobecollaboratorsengaginginopendialogue(Maxwell,Woods&Prior,2013).ItisalsoimportantthattheresearcherswithintheLabshavetheabilitytonavigateroles(Maxwelletal.2013)andaltertheseinresponsetotheLabactivitye.g.facilitate,observeorbecomeanactiveparticipant.

TheLabteamemployanasset-basedapproachtoempowerparticipantstobecreative,sharetheirskillsandexperience,towardsidentifyingopportunitiesforhealthcareinnovation.Assetbasedapproachesaimtopromotehealththroughtheidentificationofhealthassetssuchasskills,capacities,interests,andnetworks,whichfosterhealthandwellbeinginindividualsandcommunities.Participantsareencouragedtobecomeactiveagentsintheprocess,tacklingthechallengesasopportunitiesratherthanfocussinguponproblemsanddeficits(Foot&Hopkins,2010;Morgan&Ziglio,2007).

3.3EvaluatingtheprocessInadditiontodevelopingdigital,serviceandsocialinnovationforhealthcarechallenges,theExperienceLabteamdocumentandresearchthedesignprocesses,methodsandtoolsthatcontributetoeffectivecollaborationanduser-centreddesign.WithinonecurrentstrandofinquiryweareexploringtheroleofartefactswithintheExperienceLabtounderstandandsharethekeyattributesofeffectivetoolstoenablenon-designerstomeaningfullyparticipateinthedesignprocess.

4.SituatingthetoolsandartefactsincontextDesigningthetoolsandmakingmaterialartefactsplaysavitalpartindocumentingthelearningandhelpingtoshapenewandbetterquestions,whileatthesametimeembodyingthenewknowledgecreatedandfutureopportunitiesfordesign.Whetheranobjectfunctionsasatooloranartefactdependsonthestageinthedesignprocessthatitisbeingused.Designtoolsoffersomestructuretofacilitatethedesignprocessandhencetendtopossessalevelofclarityandprecision,whileanartefactrepresentsknowledgethatdoesnotyetexistandhasalevelofabstractionorvagueness.Toolshelptosetacommongoalandofferageneraldirectionfortheco-creationprocess,andartefactsembodytheoutcomesthatrepresentthelivedexperiences,sharedknowledge,recognisedneedsanddesiresandmutuallyagreedopportunities.InordertoillustratethetypesofartefactsandtoolsthatareusedwithintheExperienceLab,examplesaresituatedwithinthecontextandpurposetheyweredesigned.

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4.1Scenario-baseddesignAneffectivewayofbringingconceptstolifeisthroughstorytelling.Scenario-baseddesigniswidelyusedwithinsoftwaredevelopmentteamstomakeconcepts‘concrete’andallowunderstandingoftheactivitiesthatneedtobesupported,thenallowingtheseactivitiestodrivethedesign(Carroll,2000).WithinExperienceLabsscenario-baseddesignisusedtoillustrateareallifeormockscenario,whichactsasastimulustogeneratediscussion.Scenario-baseddesignor‘stories’canalsobeawaytodemonstrateproposedideas,whichmaybeunimaginabletoparticipants(Muller,2003).Forexample,asetofscenariocardspresentedpossibleoptionsforanewsystemtoassistolderadultstoremainindependentathome(Figure1).Theillustratedscenariosbroughtoptionsforsystemfunctionalitytolifeandenabledmeaningfulconversationwiththeintendedenduserstoexploreusefulnessanddesirability.Theconceptisembodiedthroughthestories,whicharetoldthroughthescenariocardartefact(Sanders&Stappers,2014).Thelearningthatoccursthroughthisprocessistwofold.Throughthesharingofthescenariostheresearchteamareabletounderstandwhichscenariosweremostappropriatetotakeforwardtothetestingphaseforthesystem.Fortheparticipants,thescenariocardswereabletomaketangiblethetypesofscenariosthesystemwouldbeabletoassistwith.

Figure1 Participantsreviewingandvotingonscenariocardsdescribingoptionsforsystemfunctionality(photo:JeroenBlom).

4.2PrototypingInExperienceLabs,participantsareoftenintroducedtolowfidelityprototypestotestapotentialsolution.Participantscanbeengagedbothintestingtheinnovation,andindesigningtheinnovationcollaboratively.Whendesigningandcreatingprototypeswith

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participantswemayuseavarietyoftechniquesortools(Figure2),includingbespoketemplates,orofftheshelfequipment(e.g.electroniccomponents,modelmakingkits,dollshousesandtoys).

Figure2 Materialsforcollaborativeprototypingintheearlystagesofconceptdevelopment(photo:JeroenBlom).

BothcreatingprototypeswithparticipantsanddesigninginadvanceasaprovocationinvolveasignificantamountofcollaborativePre-Labworkandpreparation.InnovationprojectsofteninvolveaseriesofExperienceLabsinordertogaincontext,testtheconceptanditerativelydeveloptheprototypetotherequiredlevelofresolutiontoenablecommercialisationandsecurefurtherfundingforsoftwaredevelopment.Prototypeshelpparticipantstothinkthroughdoingandcanbeiteratedtoprovidealternativeideastobetrialled.Learningaboutthedesiredfunctionality,physicalattributesandinteractivequalitiesoftheconceptexploredandembodiedintheprototypeisobtainedfromstudyingtheprototypeasanartefactalongsidetranscriptsofconversationsduringtheprototypingactivityandsubsequentdiscussion.

4.3Participatorybodystorming‘Bodystorming’(Oulasvirta,Kurvinen&Kankainen,2003)orsimplydesigningincontext,involvesdesignersactingouttechnologyscenariosandideatingproductsorinteractionsintheplacewheretheyareintendedtobeused.ExperienceLabsuserole-playandbodystormingtechniquestodesignandmakeprototypeswithintendedendusersasparticipants.Oneexampleofsuchanactivityinvolvedembeddingaco-designsessionwithinarole-playactivity.Participantswerefirstaskedtoenactascenarioofanambulanceattendanceusingcurrentworkingpractice.Thefacilitatorthenaskedthemtorole-playit

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imaginingtheywereusinganewapplicationtosearchforinformationtosupportthemindeterminingwheretotransportthepatientanddescribingthecontentofeachscreentheywouldaccessinordertofindthenecessaryinformation;meanwhileadesignersketchedthescreensonpaper.Thedeckofhand-sketchedsequentialpaperscreensweretheninsertedintoasimpleplasticframecreatingamocktablet,andthescenariowasactedoutoncemoreusingthelowfidelityprototype(Figure3).Bybreakingthisuserscenariodownintoindividualstepsandscreenstheparticipantswereabletomovefromavagueconcepttoawell-definedprototypewithinoneshortsession.Itwaspossibletotakethisprocessastepfurtherbyusingasoftwareapplicationtotakephotographsofthescreensandlinkthesetogetheronatablet.Thismadetheapplicationappeartoworkasintended(i.e.sketchedbuttonslinkedtothecorrectnextpage)andthisfunctionalprototypewasusedinanotherrole-playactivitytotestwhethertheapplicationmettheneedsofparticipants.Theactofmakinginthisexampleinvolvedtheconstructionofmeaningbyparticipantsthroughenablingtheparticipantstoexperiencethewayinwhichtheconceptcouldthenbeimplemented(Sanders&Stappers,2014).Learningaboutthestructure,contentandorderingofinformation,alongsiderequirementsfornavigation,interactionandsystemfunctionalitywereembodiedintheprototype.

Figure3 Participantsusingthehand-drawnpaperscreensinaplasticframeduringtheparticipatorybodystormingsession(photo:LouiseMather).

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4.4Role-playDesignersoftencreaterealisticsettingstoallowparticipantstoexperiencetheprototypeinitsintendedenvironmentandenablethemtoembodytheexperience,recognisinghowtheproposedsystemwouldworkandidentifyinwhatwaysitwouldmeettheirneeds.Laterintheprojectdescribedin4.1,wewereabletobringfurtherresolutiontothesystembybuildinga‘wizardofoz’prototypetoenableparticipantstoexperiencewhatthechosenscenarioswouldfeellikeinarealistichomeenvironment,encouragingfeedbackanddrawingoutrequirements.‘ExperiencePrototyping’enablesfirst-handappreciationofexistingorfutureconditionsthroughactiveengagementwithprototypes(Buchenau&FultonSuri,2000);inthiscasethroughrole-playbasedonouruserscenarios.Participantswereaskedtoreacttotheprototypesystemandatouch-screeninterfaceonatablet.Therole-playscenariowaslargelythesameforeachparticipantalthoughsomeaspectswerepersonalisedbasedonourunderstandingoftheirdailyactivities.Therole-playwasrecordedusingaspecialistcameraandviewedbytheprojectpartnersinacontrolroomsetup.

Throughundertakingtherole-play,participantswereabletoexperienceandenvisionhowtheconceptwouldbeimplementedwithinthehomeenvironment.Thetasksandactionswithinthemockhomeenvironmentallowedparticipantstofurtherunderstandtheconceptandtheirreactionstoit(Vyasetal,2009).Theexperienceprototypeenabledparticipantstoembodytheexperience,andlearningwasobtainedfromboththeirinstinctivereactionstothedifferentsysteminteractionsandtheirreflectionsduringgroupdiscussionfollowingtherole-play.

Figure4 Role-playusing‘wizardofoz’prototyperecordedusingspecialistcameraequipment(photo:SanneReeBarthels).

4.5DesignfictionMembersoftheresearchteamenacteduserscenariosforanewsystemtosupportpeoplelivingwithdementiainaseriesofshortfilms,whichdemonstratedpossibleoptionsforsystemfunctionality.Thisapproachistermed‘designfiction’andhasbeenusedeffectively

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inconceptevaluationanddevelopment(Blythe,2014).Thisapproachcanalsobeusedasagenerativetoolbydeliberatelybuildingambiguityintothefilmedscenariostoinvitetheparticipantsto‘fillintheblanks’andarticulatewhattheyunderstandhastakenplace.Briggsetal(2012,p.534)termthisapproach‘InvisibleDesign’andarguethatthistechniquecreates“aspaceforcriticalandcreativedialogueduringparticipatoryconceptdevelopment”.Inthisexample,designfictionsuspendeddisbeliefbyenablingparticipantstoimaginewhattheproposedsystemcouldofferandallowthemtogivefeedbackandmakesuggestions.Designersobservedthatdespitetheintroductionofunfamiliarnewtechnologyparticipantswereabletounderstandwhatwasbeingproposedanddiscussoptionsforimplementation.Thisdiscussioncreatedlearningaroundwhothesystemshouldbetargetedat,andthedesiredsplitbetweenfunctionalitythatshouldbedeliveredbythesystemandfunctionalitythatshouldbedeliveredbyapersonpromptedandfacilitatedbythesystem.

5.AssessingthetoolsandartefactsThedesigntoolsandmaterialartefactsusedintheExperienceLabsprovidetheparticipantswithasafeandcreativewaytoengageinthedesignprocess.Thetoolsandartefactsillustratedintheexamplesdemonstratethewaysinwhichconceptscanbeembodiedandideascanbemadetangibleforparticipants.Inaddition,thetoolsandartefactsaidcommunicationwithintheLabsthroughbothallowingparticipantstoexternalisethoughtsandfeelings,andgeneratediscussion.TheexamplesalsodemonstratetheuseoftoolsandartefactsatvariousstagesoftheExperienceLabapproach.Vyasetal(2009)proposethatmaterialartefactsneedtobeassessedatthreephasesofdesign:exploration,attheearlystageofdesign;communication,atthecollaborativestageofideaandconceptdevelopment;anduse,whereideasaretestedandevaluatedwithusers.

MaterialartefactsusedearlyintheExperienceLabs,attheexploratoryphase(e.g.4.1)enabledadeepunderstandingofparticipant’sexperiencesandeverydaylife.Visualisationsusedatthisstageactedasavehicletoallowparticipantstointerpret,express,discussandreflecttheirideas(Sanders&Stappers,2014),whichallowstheresearchteamtotaketheseinsightsforwardintothedesignofthetoolsandartefactsforlaterstagesoftheLab.Artefactsallowparticipantstoconsiderchallengesandturntheseintoopportunitiesforthefuture.

MaterialartefactsusedasformsofcommunicationintheLab(e.g.4.2)allowedatwo-wayformofcommunication.Fortheresearchteam,theartefactsprovidedawaytoconveyexperientialinformation(Vyasetal,2009)abouttheproposedideatoparticipants.Fortheparticipants,theartefactsprovidedawaytoexternaliseandcommunicatetheirthoughtsandreactionstotheidea,allowingthemtogivefeedbackinameaningfulway.

Finally,materialartefactsusedlaterintheExperienceLabapproach,whenideasaretestedwithusers(e.g.4.3,4.4),enabledparticipantstogainanunderstandingandexperienceusingtheproposedideainarealisticenvironment.Thisallowedtheresearchteamtogain

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feedbackontheideainadditiontoprovidinginformationonkeyuserrequirementsandsystemfunctionality.

6.ConclusionExperienceLabsareaparticipatoryapproachtohealthandcareinnovation,involvingstakeholdersfromacrossacademic,businessandcivicorganisationsasco-creatorsintheprocess.ExperienceLabsusedesigners’capabilitiesandtoolstodetanglethefuzzyfrontendofthedevelopmentprocesstoenablenon-designerstofeelcomfortableexploringintangibleorambiguousconceptsforcollaborativeinnovation.

TheLabsinvolvedesigningabespokeexperienceforparticipantsusingdesigntoolsandmaterialartefacts,providingaplatformforuser-driveninnovation.MaterialartefactsusedwithintheExperienceLabembodytheknowledgecreatedfromLabsbutalsobuildonourinternalresearchprocesses,contributingtoourunderstandingofwhatthismeansforthewiderdesignresearchlandscape.IntheLabswehavecompletedtodate,thebenefitsofusingartefactsarealreadyemerging,howeverwedonotyetknowthefullextentofthepossibilitiesofthisapproach.

FutureresearchwillinvolveexplorationofthepotentialreusabilityandapplicationofartefactsandtoolsinotherLabsandcontexts,e.g.forprojectsindifferentareas,toexplorewhetherthetoolorartefactcanbeusedinotherways,bydifferentpeople,orcanbealteredinsomeway.Wearealsointerestedintheroleoftheartefactinmuchlaterstagesoftheprojectstodeterminethetransferabilityofknowledgeembodiedintheartefactandthepotentialoftheartefacttobecomeatoolinfurtherexplorationoftheconceptbydevelopersandduringtestingandimplementation.Thiswillallowustoevaluatethetoolsandartefactsingreaterdetailandcontributetoourbodyofknowledge.Finally,weaimtobuildinopportunitiesinfutureLabstogatherspecificfeedbackonthetoolsandartefactstoexplorewhetherparticipantsexperienceotherbenefitsthanthoseintended.

Acknowledgements:Wewouldliketothankourcolleagues,projectpartnersandparticipantswhohavebeeninvolvedinExperienceLabprojects.

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AbouttheAuthors:

Author1TaraFrenchisaResearchFellowattheInstituteofDesignInnovation,TheGlasgowSchoolofArt.Tara isaPrimaryResearcheron the Experience Labs, tackling health and social care challengesusing Design Innovation approaches. Tara leads projects that arecentredonenhancingwellbeingandqualityoflife.

Author2GemmaTealisaResearchFellowattheInstituteofDesignInnovation at The Glasgow School of Art, working in the area ofhealth and wellbeing. Her work focuses on opening up the designprocess to meaningfully engage academic researchers from otherdisciplines, industry partners, health professionals, people withhealthconditionsormembersofthepublic.

Author 3 Sneha Raman is a Research Associate at The GlasgowSchoolofArt,andworksondevelopinganddeliveringtheExperienceLabs.Hercurrentresearchfocusesontheroleofspacesandartefactsin enabling collaboration and creativity, and the quality of co-creationbyexaminingwhatmakessomeapproachesmoresuccessfulthanothers.