little handbook citilab
DESCRIPTION
CitiLab Handbook for Innovator CitizensTRANSCRIPT
CITILAB LITTLE
HANDBOOK ON
PEOPLE-CENTERED DESIGN
Astrid Lubsen,
Citilab-Cornellà
Citilab little handbook on people-centered design
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First of all I would like to thank Ramon Sangüesa, Director of
innovation for making this project possible. Furthermore I would
like to thank:
Jordi Carrasco, Communication
Rosa Maria Casanovas, Seniorlab
Jordi Colobrans, Research, Breakout
Pau Domínguez, Aprendizaje
Isidor Fernández, Audio visual/ Social media
José Garcia, Aprendizaje/ Programación
Joan Guell, Programación
Irene Lapuente, Expolab
Rafael Martín, Hort Digital/ Aprendizaje
Alba Ortiz, Hort Digital/ Aprendizaje
Laia Sánchez, Audio visual / Social media
Enric Senabre, UrbanLabs/ Breakout
Dolors Solano, Seniorlab
Ricardo Torres, Hort Digital
for their active participation in the project usuaris @ctius. Many
thanks for all your effort, patience and valuable contributions during
and beyond the course.
ACKNOWLEDGEMENTS
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WHAT
IS USUARIS ACTIUS?
Usuaris @ctius is a project that took place from November 2009
to April 2010 in Citilab-Cornellà. It involved practical training about
user-centered design methods for staff members of Citilab.
Citilab-Cornellà is an organisation that stimulates people-driven
innovation by creating a fascination of the tools, methods and
concepts of digital technology. The Citilab staff facilitates events,
trainings and projects in which citizens actively participate in
innovation.
In usuaris @ctius the staff learned tools and techniques to
facilitate creative processes, and to investigate people´s needs.
These methods are considered useful for all Citilab employees
who are involved in projects with citizens.
This handbook is written for the participants of usuaris @ctius as a
reference after the course. Secondly people who are new to Citilab
can use this book to get introduced into people centered design.
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This is a handbook for setting up and execute projects in which
citizens have a role in innovation. It consists of three sections that
provide insight and ideas for including users in Citilab projects.
CITILAB AND INNOVATION WITH CITIZENS
The first section (page 9-33) introduces the Citilab vision on
innovation with citizens and digital technology. It describes its
typical project based approach, and explains why collaboration
with citizens is the core of all activities.
DIY: PROJECTS WITH CITIZENS
The second section (page 35-43) gives guidelines for getting
started with citizens in a new project. An action list and a set of
guidelines help to make decisions and plan for user involvement in
your specific situation.
SELECTED TOOLS & TECHNIQUES
The last section of the handbook (page 45-85) contains examples
of techniques from the field of user-centered design, to understand
and co-create with people. Every example is shortly explained in
two pages. The proposed techniques can be seen as building blocks
that can fit into a project process. The selection of techniques can
be seen as a basis for further development: the Citilab staff will
adapt and extend the collection as they work with the techniques.
WHAT
IS THIS BOOK ABOUT?
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CITILAB
AND INNOVATION
WITH CITIZENS
This section gives an introduction in the vision of Citilab on innovation
from digital technology with citizens. It explains the importance
to include citizens in innovation in the current knowledge society,
how Citilab currently works with citizens in projects and trainings,
and how Citilab eventually aims to stimulate citizens to become
active and autonomous innovators.
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AN APPROACH
TO INNOVATION FROM
DIGITAL TECHNOLOGY
The mission of Citilab is to ´design the future with citizens´,
exploiting and spreading the impact of digital technology on
creative thinking, design and innovation. The centre gives space to
citizens who are involved in training and projects, and it functions
as an incubator for developer communities, business startups and
social initiatives.
The first step towards the long term objective is to promote the
use of digital technologies to citizens. Currently the Citilab staff
members offer a variety of courses to the citizens in order to provide
them with skills and knowledge in the field of digital technology.
The next step will be to promote the construction and innovation
of the Information Society with, and by these citizens. The vision
is that methods based on design thinking, participatory design and
open design should be applied in this process, and be adapted to
the open source and 2.0 culture that characterizes Citilab.
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SIX QUESTIONS
ON INNOVATION
WITH CITIZENS
Ramon Sangüesa is director of innovation in Citilab. In this interview he explains
his ideas on the transition from citizens as passive ´users´ to citizens who actively
participate in innovation of the knowledge society.
Can you describe how the education in Citilab differs from ´traditional´
education?
It is a “learning by doing” and “learning together” project-based approach. Once
citizens have learned the basics in digital technology, Citilab aims at facilitating
their transition from ´users´ of digital technology towards active creators who
autonomously organize themselves in communities that innovate in the knowledge
society. This requires that they also incorporate the ways of thinking and designing
that are associated with the types of design and organization emerging from years
of research, development and innovation in the digital world. This is why Citilab tries
as a much as possible to work on a learning programme that is centered around the
concept of a project.
Now, what is a project? A project is the development and realization along time
of an idea that interests a group. Of course, “projects” that interest plain citizens
are, most of the time, very tenously connected to technology: people want to
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cook together, tinker with tools, create their
own documentaries, renovate their house,
improve their working prospects, etc. These,
for Citilab, are very legitimate project starting
points. We have to be very respectful about
where people are, where they start from as
well as about their motivations. The goal of
Citilab facilitators is to be able to understand
the points of departure of the citizens, and
then translate, and connect them to the core
skills of digital culture.
So, it is crucial for them to be able to facilitate that evolution: from wherever
the citizen is to the core. Because digital culture has a core and Citilab as an
institution, has a goal, and a direction towards this core and from this core. All
citizens’ projects are great opportunities for people to learn about things that they
never had thought they would need or never had heard about, things that are at the
core of technological, digital thinking. These projects are also a great opportunity
for us to learn what people are interested in.
This implies that we have to learn to listen and to complement their initial idea with
connections to ongoing projects, to core skills and to revise or devise a completely
different set of activities to adapt to them. For other types of citizens, the techsavvy
ones, the hackers, the situation is a bit different. It is more
to listen and accompany their projects or see the learning
opportunity that they may bring to other citizens.
The required skills that people end up learning include
some that are not strictly technological but that stem from
technological practice. For example, projects may require
people to learn how to work with others online, which means
managing reputation and contributions in a similar spirit as
many Open Source projects.
There are other dimensions to this learning processes. For example, all along
the development of a project people discover that they are appreciated by their
contributions and find out their own unsuspected potential. Of course, this is not
what most people that approached Citilab in the first place expected to find.
´The goal of Citilab facilitators is to be able to understand the points of departure of the citizens, translate, and connect them to the core skills of digital culture.´
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´The trick is for Citilab facilitators to know how to manage the expectation gap and to show people what other Citilabers are already doing in their own projects.´
´We work with and for people. We have to learn to design new learning processes for creating innovators.´
In fact, most people come to us thinking that we will teach them about internet,
computers, etc. not about computational thinking, digital culture, design and
collaboration too. So, we have to manage this expectation gap properly. That’s
the reason why we still have to devise “entry points” to citilab
activities which look very much like classical “courses” ... and
end up developing a project-based approach.
The trick is for Citilab facilitators to know how to manage the
expectation gap and to show people what other Citilabers are
already doing in their own projects. This helps in communicating
the main characteristics of the Citilab learning process to
novices. However, this understanding and this process have
taken a long time to develop and to communicate clearly. It is
only after the first two years that we are really creating a working bridge between
the classical training course approach and the learning that taks place in groups of
self-directed peers around projects.
For anyone coming from digital culture, all these processes of learning by doing,
group collaboration, or project based learning are very natural ways of interacting,
working and, in the process, learning. Unfortunately, this is not what it is happening
in our schools at the moment. We could talk some other day about how we are
approaching schools to work with technology and its concepts, methods, culture
and ways of constructing knowledge. But, for the time being, the Citilab approach
and the approach followed in schools are still different.
Finally, don’t forget that Citilab is a Living Lab, i.e., a context
for innovation. Our main outcome is not just new applications,
or services (which we strive to co-create with users and
companies) but mainly, new learning opportunities, activities
and new innovators, i.e., Citilabers. That is, it is a living lab that
innovates... about how to create innovators. We work with and for people. We have
to learn to design new learning processes for creating innovators.
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Apart from knowledge and skills in digital technology, what competences
should citizens possess in order to become innovators of the knowledge
society?
I think that the main abilities that citizens should have are still not very much
promoted in our culture. For example, the will to try new things out, the will to learn
from failure, or to, simply put, to embrace failure and start from the lessons of
failing in achieving your project.
A second group has to do with the ability to not separate learning from doing and
to integrate a reflective step in all actions. This is the basis for a design approach
to developing new things: have an idea, create a question, and create an artifact (a
program, hardware, a urban iniative, a collaborative platform, etc.) that will help you
understand what was that you wanted to create and what you learned in the process.
This reflective practice includes also some degree of other design thinking abilities.
A third group of competences has to do with the ability to share knowledge and to
cooperate with others in carrying on the projects that you think deserve a go. So,
this also has to do with some type of organizative skills and organization forms of
the digital culture.
I would say that this boils down to be able to design, share, and organize yourself
to work together... sometimes online.
People tend to start from a very different point. Most people come here convinced
that they cannot do much, that they barely could do anything more than learning
the basic Internet skills, etc. That’s what the knowledge society means to them:
Internet and that at the most basic level. Don’t forget that the geographical area
where we are located has a strong industrial tradition in traditional sectors that
didn’t involve a lot of technology and almost no digital technology. Most of our
membership has just basic primary education.
Those with a professional background in industry feel pressed to learn something
about “the digital” but think they cannot do the connection between their past skills
and present and future digital technologies and methods. In a way, by a strange
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and unfortunate combination of culture, schooling, types of jobs and other factors,
a great proportion of people come here convinced that they cannot learn much and,
even less, contribute to the learning of others. One interesting thing of the local
working class culture, on the positive side, is that there is a strong commitment to
work, to work together, and to respond to calls to action. Citilab tries to exploit this
context.
It is very rewarding for them (and for us) to realize that in the process they can gain
a clear space as builders of the knowledge society. They all have knowledge to
start with and they can learn to connect it with digital design processes.
Can you describe a roadmap on how citizens will go through this transition
over the coming years, and how employees of Citilab should facilitate this
process?
As you know, it is easy to make predictions about he past but predictions about the
future are extremely difficult. No one in the early 90s could foresee the impact of
mobile phones, or the raise of peer production modes that have changed sectors
(and jobs) like music production completely. Forecasting is a risky business.
That said, in the near future there will be a change in the current needs and interests
of citizens as innovation is concerned. The same goes for their need to learn new
“digital things”. There is lot of talking about what will happen with current “Digital
Natives” when they grow and become full citizens both in the spheres of work and
politics. Their needs will not be the same as current generations since they will
have been inmersed in “all things digital”.
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One surprising thing, however, is that this inmersion is done under the pressure
of consumerism most of the time. There is a relationship with technology that is
mainly an experience of usage and, to a lesser degree, of building content and in
an even lesser degree in building things digitally (mostly context, not so much code
or hardware). This may change in the future, but still there is an imbalance towards
usage instead of construction and fully conscious collaboration and learning.
One of the things that not currently is addressed is just what we are trying to do
here, which is to divert attention from the superficial and ever changing aspects of
digital technology and of typical process of innovation and focus on the core skills
of digital culture and its peculiar ways of building knowlege.
Don’t forget that we devised our approach after several years of research of what
was different in the knowledge society because of precisely the widespread irruption
of computation, information and its concepts and methods, not just their market
success.
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´In our analysis, the principal contribution of the computational revolution is the idea of process on one hand and on the other in the way that new knowledge is created´.
At a very abstract but deep level, computation and information give you a look
on the world that is very different from the one given by the scientific tradition
that sparked the Industrial Revolution, not to mention from the
experience of technology as a consumer. This is somewhat in
line with Herbert Simon´s idea of a ´Science of the Artificial´,
based on the design stance.
In our analysis, the principal contribution of the computational
revolution is the idea of process on one hand and on the
other in the way that new knowledge is created. This new
knowledge is mainly tested and later theorized by construction.
It is close to traditional engineering but with the difference that
the (informational, computational) artifacts that you learn to build are much more
autonomous and complex than in previous times. Think just what it is involved in
creating robots, sensor systems, sensor networks or social networks. It requires
a lot of knowledge about processes, about how to define them and how to design
them. This is what the MIT tradition calls “procedural epistemology”. If you become
familiar with this way of thinking and doing then it is easy for you to unify many
aspects of reality, from synthetic biology to personal fabrication, peer production
and new political ways of organizing. Internet adds up to this complexity and
contributes in creating new ways of coordination and organizing so that networks of
citizens can achieve a big impact in innovation. Don’t forget that Citilab is a design
artifact (both digital and of bricks and mortar). This design artifact, Citilab, tries to
test the hypothesis that innovation in the new society hinges critically in grasping
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the concepts of computational and informational culture, that we call, for short,
digital culture. So, you can see a convergence of different ways of thinking and
doing that are mainly based on the idea of computational process, information and
knowledge representation and the design of complex processes and networked
structures.
This is becoming mainstream now. It has spawned enormous forces of change
in many spheres. In a way, we are already living in a postdigital world, a world
informed by the digital way of designing and organizing complex processes based
on information and knowledge. This is impacting many, many areas that will affect
all of us. Take for example, Craig Venter’s words in presenting
his research achievement in creating artificial bacteria “This is
the first self-replicating species whose parent is a computer”.
You cannot use more computational terms to describe this
feat! And you’d better understand the logic of how it was done
and what it entails. You can find similar developments in other
areas: ecomomics, politics, environment, you name it. As a
citizen, you cannot be content to be left aside. You have to be
knowledgeable about this if only to have an opportunity to have
your say in the processes of change that are sweeping our
world. But, apart from the leaders of this change, most people
are left out of the conceptual tools and practical methods to
assess what is going on. For a democratic society I think this
cannot be tolerated.
For me, the way to get citizens on the technological design track, is to help them
learn by actually getting involved in this type of practice and processes. Then they
can decide whether to join or to resist against the processes of change.
So, to make things short, I see that we will have to keep working on our approach
to get more and new types of people reach the core of the technological ways of
designing and innovation. Basically, we will have to find more and more new “entry
points” that connect with their needs, interests and pressing issues in years to
come. “Entry points” are artfifacts (events, meetings, activities, courses, etc.) that
are easy for citizens to relate to their needs and interests and to discover something
else. “Entry points” are also skills of Citilab staff to be able to devise these tools
´For me, the way to get citizens on the technological design track, is to help them learn by actually getting involved in this type of practice and processes. Then they can decide whether to join or to resist against the processes of change.´
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´We have to understand
people, we have to identify
those who can act as
tractors of fellow citizens
in learning, building,
innovation, propagating
change...´
and to work with people. Employees of Citilab have to be alert and responsive to
the joint evolution of society and technology. So, it is fundamental that they are
proactive and familiar with an extensive set of tools to be able to understand what
is important for citizens and how to relate that to the core skills of Citilab.
All this includes a foreseeable change in the practice of design where you
help people become designers instead of just designing for them. So, Citilab
employees will have to first improve their designer toolset and then forget about
being designers in the traditional sense and go for the last design techniques
where designers become facilitators of design environments where users become
designers. This is a burgeoning area of design research. In a way, what now is
happening in design is very much in tune with Citilab, since it strives to become an
ecosystem of innovation and digital design. So, Citilab has to pursue a research
programme on its own about all these new design areas.
How can methods from the field of user centered design
contribute in this roadmap in your opinion?
On one hand they will contribute a lot. On another, these
methods are just a starting point. All the previous answers can
be translated into a single sentence: “understand people” or,
if you prefer, “understand your users”. I prefer to say, instead
of users, “fellow citizens”, but let’s stick to the current jargon.
So, Citilab staff have to resort to a wide arrangement of tools to reach out and
understand what people really want, know and do. This, requires going deeper
than the surface level, i.e., to resort to techniques that unearth rich information and
multiple perspectives about what the users really are asking us for.
This serves for all aspects of Citilab, from training to learning, from communication to
content creation, from event planning to exhibition design. We have to understand
people, we have to identify those who can act as tractors of fellow citizens in
learning, building, innovation, propagating change...
All these needs of Citilab can benefit from many different well-proven methods
currently used in the discipline of design, specially the area that has come to be
known as “human-centered design”.
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But, as I said, these methods are only a first stepping stone in a longer path, where
we have to start using human-centered techniques, to devise activities, courses,
workshops, events, exhibitions, ideas for projects methods, all the different formats
that we are simultaneously using at Citilab, and move on to designing environments
to let users become designers, digital designers that is.
What other methods would you consider to stimulate citizens to initiate new
projects by themselves in the future?
I am following closely all methods that stem from human-centered design and
overlap with open design, peer to peer open design and “design for complexity”.
There is also a wealth of insights coming in from other disciplines not exactly
classified nowadays as design such as organization innovation. In this overlapping
area you can find very useful methods to facilitate the emergence of patterns of
behaviour, of design behaviour that is. Our collaboration with Columbia University
in research of new ways of organizing is very promising in that sense.
Also I want to start collaborations in design research with several other senior
fellows at Ontario College of Art and Design in seeing how strategic design and
participatory design can give us new methods, methods that can be tested, and fine
tuned in Citilab, and become part of the regular “Citilab toolbox” in the future. Also
all the strands of research connection with “design for transformation” or turning
innovation into transformation are worth exploring.
How do you see the role of Citilab facilitators in the next years?
I see them as designers who devise participatory institutions where users become
designers of their own future. I also see them as people much more connected
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to a wider design and innovation community, well aware of what is going on in
the world of innovation, social transformation and its connection to design (digital
or not). They should also be communicators of the methods that they are able to
create. In that direction I see a lot of interest in finding correlates in the virtual world
of current (and future) nondigital design methods. Also to use some of the lessons
of the digital world - as peer to peer, open source, and social media- to devise
new environments for participatory digital design. As I said before, this is already
happening in the area known as “peer to peer open design” which we have to follow
very closely. The work of Massimo Menichinelli and his group is very relevant,
I think. So is the work of several italian designers that look at the crossroads of
innovation, the digital culture, citizenship and sustainability.
There is plenty of work (and fun) ahead!
from: www.openp2pdesign.org
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PROJECTS
WITH AND BY CITIZENS
All activities, events, trainings and design processes in Citilab
are called projects. Projects focus on applying and constructing
knowledge in the field of digital technology and are usually
initiated and executed in a collaboration between members and
staff members. Some projects are initiated by staff members who
involve citizens in their project, others are initiated by citizens
themselves and facilitated by staff members.
An example of a project initiated by a member of Citilab is a senior
who learns about digital technology and decides to make a blog
about his life, or a group of children who construct and program
their own robot. An example of a project initiated by professionals
is Expolab: the development of an exhibition with a team of
professionals who collaborate with citizens in various stages of
the process.
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All Citilab projects are initiated by or based on the interest or a need
of the citizen(s). By executing the project, citizens gain knowledge
about digital technology, explore new purposes of usage, or initiate
the development of new technology.
In any Citilab project the citizen plays a central role. A project
process typically consists of four phases, which are described in
this paragraph. In each phase the specific role and contribution of
the citizens is considered by the staff members. The phases can,
but not necessarily have to be followed in the order as described.
DEFINE
First of all the objective and scope of the project are defined.
Information or skills might be needed in order to reach the
objective. In this phase an inventory of the required knowledge
or skills is made, and a plan on how to obtain this. A planning of
the further activities as well as the role and responsibilities of the
collaborators is made to provide structure for the work during the
rest of the process.
PROJECT PROCESS
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LEARN
The project objective is a motivator for people to dive into a certain
topic. It could be that the required information is available on the
internet, but often the knowledge or skills can also be obtained by
learning from and with other people. During the learning phase the
steps towards the project goal are defined in more detail.
CONSTRUCT
Once the people on the project team have obtained a basic level
of knowledge and skills, they can apply what they have learned
to construct new knowledge or to develop a new application.
While working on the project it might happen that more learning
is required. The learning and constructing phase usually go hand
in hand.
REFLECT
Regular reflection is needed throughout all phases in the process,
but especially towards the end of a project reflection is needed to
assess what has been achieved or what can be improved. Often
new questions arise, which can be the start of a new project.
DEFINE
LEARN
CONSTRUCT
REFLECT
citizens
questions andproject goal
skills andknowledge
answers and newquestions
prototype ornew knowledge
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CASE:
EDUCATIONAL
WORKSHOPS 4 KIDS
A CASE PROJECT: WORK IN PROGRESS
The Citilab education team was assigned to develop 1.5 hour
workshops for groups of primary schoolchildren, to complement
their education in class. They decided to develop the workshops
in a collaboration between teachers, children and colleagues
from Citilab with expertise in education, design, programming and
audiovisual tools. This chapter describes the project for as far as it
has been executed at the moment of writing.
The figure on page 27 shows the phases define, learn, construct
and reflect, and de desired result of each phase. It also shows the
desired interaction with both teachers and children throughout the
process,
The Citilab team applied a number of techniques from the usuaris
@ctius course throughout the project. The following pages
describe the activities and result per phase. More details about the
techniques that were used can be found in section three (page 45
and onwards.
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DEFINE
The Citilab team defined the objective of the project: to develop
workshops for school classes in Citilab, to complement the
curriculum. The developers realized they needed to know more
about the education in primary schools, so they decided to involve
teachers and children in the process. The result was a planning of
research and design sessions with teachers and children.
LEARN
An online enquiry with teachers provided first insight in the
activities and issues in primary schools. To gather more in depth
information, the citilab team invited teachers to make a mindmap
and tell detailed stories about their practice. After the session the
Citilab team made an affinity diagram to cluster the rich data
into interesting themes. The result was a selection of themes that
served as a basis for the development of workshops.
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CONSTRUCT
The education team organized a brainstorm session with experts
in audiovisual tools, scratch and low tech education to generate
ideas on how these tools could serve to convey the content that
was provided by the teachers, in an attractive way. The team
designed six proposals for workshops, and reflected these with
the teachers by means of storyboards in a focus group session.
Based on the comments of the teachers, they wrote manuals and
prepared prototypes for another feedback round.
REFLECT
At the moment of writing six different workshops with Scratch,
Arduino, audiovisual tools and pencil and paper games were
under construction. The demos will be reflected again in one or
more focus group sessions with teachers, and the children will
be invited to participate in pilot workshops. This will result in a
final iteration step before the workshops can be launched after the
summer holidays of the schools in September 2010.
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PRELIMINARY RESULTS
At the point of writing the project had not been finished yet, but the
education team already learned some interesting things from the
interaction with teachers.
Initially the Citilab team assumed that the workshops would have to
be content oriented in order to be helpful for the teachers. During
the sessions it became clear that the teachers were especially
interested in the refreshing approach and the way of constructing
knowledge in Citilab. This led to the idea to develop a methodology
or a format for learning by doing, rather than ready-made workshops
on specific topics.
The teachers were interested to participate in the development of
a programme that includes education in school and workshops in
Ciitlab. The added value of this closer collaboration is that the children
get more out of a workshop. Moreover, the teachers´expertise on
conveying content, and the Citilab expertise of learning in new
ways with digital technology can amplify each other.
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DIY: PROJECTS WITH
CITIZENS
The previous section gave an introduction into Citilab and its
view on people-driven innovation, as well as an example of how
citizens are involved in projects and activities. For Citilab staff it
is important to be able to listen to the needs and wishes of Citilab
members and to stimulate their creativity.
This section provides a starting point for people in Citilab who
want to collaborate with citizens. A checklist and guidelines help to
consider the possibilities for user involvement, to select adecuate
techniques and to make a planning of the project process.
It is important to remember that collaborating with people in a real
life environment is different from laboratory research. The steps
can be planned in advance but you will see that they will constantly
have to be adapted to the constraints in situ; so be creative and let
the results of your efforts surprise you!
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This checklist can be used before starting a project with citizens.
The questions help to consider the most important issues regarding
the collaboration with people.
DEFINE THE PROJECT GOALS
What do you want to achieve/investigate/learn/explore?
What are the requirements for the end result of the project?
Can you split up the project in phases?
What are the desired outcomes of the phases?
GET TO KNOW THE CITIZENS
What do you know about the needs and interests of the citizens?
What do they get out of the collaboration in the project?
What do you know about their daily context?
What information is missing?
ACTION LIST
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DEFINE THE ROLE OF THE CITIZENS
What is the motivation to involve people? (Motivation for people to
get involved in your project could for example be curiosity, social
contact, societal relevance, idealism or a reward)
What is the expected outcome of the contribution of the citizens?
How many people are needed? What are their roles?
PLAN THE PROCESS
How would you split up the project into phases? (see page 16,17)
What you are the activities in each of the project phases?
Which people will be involved in each phase of the project?
Specify: what is the motivation for participation?
When are the deadines for the activities in the project phases?.
SELECT TOOLS AND TECHNIQUES
How do you want to collaborate with people? (one session vs long
term collaboration)
What outcome do you expect? (empathy, inspiration, co creation)
How do you see your role as facilitator?
To what extent is the result going to impact the project?
How much time and resources do you have?
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SEND INVITATIONS
How many people are required for your method?
Which people should be involved?
- What profiles are you looking for?
- Who might be willing to collaborate?
- What is their required expertise?
Where are you going to find these people?
Are you going to invite them via mail, friends, social networks?
PREPARE ACTIVITIES
Do your research on the selected methods: can you find more
information on how to conduct the session?
What do you need in terms of tools, materials, technical support?
What will you explain and what questions are you going to ask?
Where are you going to do the session?
Is there a possibility to practice the session in advance?
39
GET PEOPLE IN ACTION
How to stimulate and facilitate the participants?
How do you make the participants at ease during the session?
How are you going to document the session? Audio or video
recordings, photos, notes?
ANALYZE RESULTS
Process the results immediately: search through the data, what
surprised you, what strikes you, what patterns do you see?
What can you conclude, what can you use for your project?
Reflect on the outcome: what can be improved next time?
What do you know about their daily context?
What information is missing after the session?
Have new questions come up? How are you going to learn more?
DOCUMENT AND COMMUNICATE
Document the data: how are you going to communicate results?
How are you going to update the citizens about the results?
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FURTHER
CONSIDERATIONS
FOR WORKING WITH
CITIZENS
During the usuaris @ctius classes the Citilab staff members have
been able to exchange their experiences in working with people.
This paragraph lists a number of recommendations for collaboration
with citizens that came up during the classes, divided in short term
activities such as workshops or user research sessions and long
term projects such as courses.
FOR SHORT WORKSHOPS AND ACTIVITIES
It is important to consider the privacy of the people you work with.
Agree to what extent you can use photos, quotes, ideas and other
results from the session.
People usually participate voluntarily, so make the users sessions
pleasant and valuable and fun for them.
Think of what you can offer participants in terms of compensation,
a reward, mentioning their name, or just a good atmosphere.
41
FOR LONGER PROJECTS AND TRAININGS
Since the citizens conduct their project voluntarily, it is crucial that
you understand and address their motivation for participation.
Sometimes people start a project out of curiosity for digital
technology, others because they want to contribute to society, and
others because they are interested in the social contact of the
project group. Find out what they really want.
Many adults who learn about digital technology need time in
getting comfortable with a computer. Take small steps, repeat new
knowledge and work with mini excercises.
People should not only learn how current digital technology works,
but also learn about new technology by finding it out themselves
or with peers. In this fast changing era an important skill is to be
able to learn independently without someone that tells you step by
step what to do. After a period of guided education people should
be able to keep on learning independently.
If people work on a theme they like they are generally more
eager to learn new tools and skills in order to reach their personal
objectives. A good project goal functions as a motivator to get in
touch with more new technology.
Between people there are different levels of creativity. Creativity
can be learned to a great extent, but not everybody can or wants to
be the producer of the next innovation. It is important to understand
the ambitions of people and take this into account when defining
the project goals with them.
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DRAW YOUR PROCESS
Once you have answered the questions from the checklist it is
recommended to capture your decisions in a scheme. An example
is given on page 29. The users are drawn at the centre of the project.
The phases of the process are written in a circle that represents the
whole project. After each phase there is an intermediate result, for
example the intermediate result of the define phase is a definition
of the project, including research questions and a plan for user
involvement. The possible user sessions can be indicated in this
picture as well.
You can use the example on the next page to make a visualization
of your project but you can also create your own. It is best to use
a large sheet, so you have plenty space to put in all your thoughts
and decisions.
This is how it works: first divide your project into phases, such
as define, learn, construct and reflect. Write down the desired
outcome of each phase. Then define the activities within each
phase that lead to the desired outcome. Then indicate in which
43
points of the process you could benefit from collaborating with
citizens. Specify their expertise and role in the development, and
the desired outcomes of the collaboration. Then choose adecuate
tools or techniques for the collaboration, using the examples from
this handbook or define your own way of working. Once you have
this picture you can make a detailed planning and set dates for
the meetings with citizens. Communicate your planning to all team
members and keep everybody updated during the project.
DEFINE
LEARN
CONSTRUCT
REFLECT
citizens
questions andproject goal
skills andknowledge
answers and newquestions
prototype ornew knowledge
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45
SELECTED
TOOLS & TECHNIQUES
This section provides a selection of the most useful tools and
techniques for user involvement that were discussed during the
usuaris @ctius project. The methods have been derived from
the IDEO method card set and other online resources for user
centered design techniques. See the references on page 88 for
more information.
The examples in this section form the beginning of a collection that
will grow and improve as people in Citilab gain practical experience
in their projects.
The methods can be used in combination with each other, and
with methods and procedures that are already used in Citilab. All
techniques can be adapted and modified to suit the situation in
practice.
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HOW
TO USE THIS SECTION
Each technique is summarized in two pages. The first page gives
insight in why, when and with whom the technique can be useful,
The small icons in the margin indicate the purpose, number of
participants and required time for the technique. See page 47 for
an explanation of the icons. The second page gives an example of
how the technique can be implemented in the context of Citilab.
There is more detailed information available
online for most of the methods; the two page
overview should be seen as a starting point
for further exploration. The references on
page 88 give links to a number of useful
resources.
XX
47
TECHNIQUES FOR EMPATHY
Empathy is the ability to understand and share others people´s
feelings. The empathy techniques help to get understanding
of their motivations, rituals and desires of a few people. These
techniques are considered important for all employees who are in
contact with citizens in Citilab.
TECHNIQUES FOR INSPIRATION
The techniques for inspiration involve procedures for generating
insight and initial ideas from and with people. The techniques can
be used both by the staff and members of Citilab to come up with
solutions together, especially in the beginning of a project.
TECHNIQUES FOR CO-CREATION
Citizens can participate in the development of innovation in a role
as ´ínformant on their experience´ but also as creators of new
ideas and solutions. The co-creation techniques help to develop
solutions during group activities. The techniques can be used both
by the staff and members of Citilab to generate and elaborate
solutions together.
NO. OF PARTICIPANTS
This icon indicates the optimum number of participants for the
technique. Often a trade off between generating a lot of superficial
data from many people, and getting in depth with only a small
number of people. All methods in this handbook are qualitative.
TIMING
The clock gives an idea of the time needed to prepare, execute
and analyze a technique: a couple of afternoons (quarter full),
several days (half full) or several weeks (full)
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Ensure that people are reminded to do their
activities on a regular basis, otherwise they
might forget to document after a while.
48
What: Ask citizens to keep a written and visual documentation
of their impressions, circumstances and activities related to
a certain topic.
Why: The technique is non-intrusive, because the participants
document when the researcher is not present all the time.
The technique allows to reveal and discuss patterns after the
documentation period.
Get started: Provide citizens with a note block and a (video)
camera and ask them to document their experiences related to a
topic during a couple of days or throughout a series of events. The
results can be analysed by the research team but also together
with the participants. The analysis can be the basis for a new
project proposal.
CAMERA JOURNAL
49
Ideas for Citilab projects:
BREAK OUT
Participants can take pictures of their
daily self-employment at home, or
those who do paid employment in
an office (spaces, tools, places to
“escape”, co workers, etc). It would
make a joint statement as a “track”
brief in the Breakout, and can be
used to identify each participant’s
needs and routines, or even compare
them with a visual narrative of the
Breakout
EDUCATION
Participants can make a visual diary
of what they want to learn or teach,
in order to identify needs but also
allow for some self-organization or
generation of offers and demands
between Citilabers who want to be
more active. It is seen as a good
ingredient for what can be called
“collective learning”
Citilab could develop a personal blog
where the user itself turns green (in
the good and the bad sense of the
word) and images that are good or
bad in terms of sustainability. The
user can indicate “self-blame” and
“self-congratulations´. In the end it
should help to design solutions in
the city to move ahead in areas of
consumption, mobility, recycling, etc.
SUSTAINABILITY
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What: In a group session people make a collage about their
experience related to a certain topic. When the participants
explain the images in their collages they reveal rich
information about their daily live experiences.
Why: Images are an entry to reveal latent knowledge on a
motivational and emotional level. Once people are allowed to
express something about their life in a non-verbal way, they are
better able to tell about their experiences, desires and dreams.
The results can be used by a design team to get empathy or
inspiration.
Get started: Give the participants a small preparation exercise
(see ´sensitizing tools´). During the session: provide a set of
prepared images and ask the participants to make a collage about
how they experience a certain topic. Then, discuss the collages
in the group, so that people can react on each others experience.
Optionally a second collage can be made with a focus on their
vision on the future. Afterwards, analyze the stories of the people
and cluster them into themes or insights and communicate them
to a design team.
COLLAGE MAKING
51
Example: In the Expolab project, groups of people explained how
the evolution of internet had changed their daily lives. Their stories
were transscribed on pieces of paper and added to the collages for
the analysis of the material. See also http://expolab.net/
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What: This is an exercise that results in a preliminary map,
showing the relations between concepts, persons or projects
(or services, or products, it can be anything)..
Why: The technique can be used to visualize the relationships
between users and their positioning or self definition in a
collaborative exploration. The most interesting results can be
obtained if a mixed group of people participate in a session.
Get started: Work in small groups on separate tables. Begin with
a blank panel or flip over sheet, and use words and connections
with arrows to collaboratelively draw a map of a concept or a
project.
CONNECTION MAPPING
53
Example: This method has been used in an Urban Labs workshop iin collaboraton
between Citilab and Platoniq. See also www.platoniq.net
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What: A set of targeted questions sent by email to a large
group of people with a specific profile.
Why: Online enquiry tools, such as Google Docs forms, can be
used to quickly generate answers from a large number of people.
It gives a first impression on the perspective of the target group on
a certain topic in the beginning of a project. In the end phase of a
project enquiry tools can be used for reflection on the results.
Get started: Prepare the questions in a questionnaire format,
considering the required amount of respondents, the desired
feedback and the amount of time. There are free online tools
available that makes the answers appear in a spreadsheet
automatically. Citilab has people who are specialized in this type
of research technique.
ONLINE ENQUIRY
55
Example: Asking profile information and feedback from participants of a Breakout
session.
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What: A sensitizing tool can be a booklet or a cultural probe
with short exercises and open questions around the topic
you want users to start thinking about. People receive this
probe and during a couple of weeks they do the excercises
as a preparation for a generative session (this is a session in
which people express their experience or ideas through the
creation of artefacts).
Why: By sensitizing people first, they will be better able to access
their latent knowledge in a generative session. In addition, it gives
the researcher insight in the lives of people at a moment when the
researcher is not actually present with them.
Get started: Prepare a a booklet or a little box with postcards,
images, open questions, stickers etc. The excersises should be
playful, open and short. It should typically take 5 or 10 minutes a
day to complete. Examples are available at:
http://www.designandemotion.org
SENSITIZING TOOLS
Try to keep questions
as open as possible
and try not to reveal too
much about the session
in advance
57
Example: In the Expolab project the participants of a collage
session filled out a cultural probe with questions about the role of
technology in their daily activities. See also http://expolab.net/
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What: Developers or teachers can do role playing games in
order to get empathy for their users. Playing the role of the
other user helps to see issues from a new perspective.
Why: Putting yourself in the shoes of the user helps to identify
problems and to really imagine a future situation. It is a useful
excercise to come to a mutual understanding.
Get started: Take on the role of end user during an improvised
scenario play. Pick an exemplary situation and try to act out
different scenarios. After the scenarios have been played out, the
participants discuss their ´learnings´ and draw conclusions for the
design.
STEP INTO MY SHOES
59
Example: In the Hort Digital team the teachers use this method.
They switch roles with the participants in their class as one of the
activities during the course.
?
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What: A semi-structured interview is a flexible interview in
which researchers allow new questions to be brought up
during the interview as a result of what the user says.
Why: This method helps to focus an interview on the topics at
hand without being constrained to a particular format. This freedom
can help the researcher to adapt the questions to the interview
context/situation, and to the people they are interviewing.
Get started: Prepare a short list of themes that you are interested
in. Take time for the interviews, for example two or three hours.
Preferably visit people in their environment because then you get
the best insight in their context. During a conversation with the
participant, address the themes on the list but also leave space
for unexpected topics. Create trust first, before starting to talk
about more sensitive topics. Gather as many material as possible,
exploring what type of media works best for you.
SEMI-STRUCTURED
INTERVIEW
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Pick smart documentation tools
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What: Organizing ideas or expressions to find the correlations
and identify valuable categories.
Why: The technique can be used to make sense of rich data, by
organizing expressions into clusters of themes, or to define idea
directions. An affinity diagram can be made as a follow-up of a
generative session.
Get started: First, make a pile of sticky notes or printed cards with
expressions, needs, ideas or insights that have been generated
by a group of people. Then, place a card from the pile on a blank
sheet and take a next card. Each following card is placed close to
another card with similar significance. Placing and replacing the
cards will result in a verbal and visual representation of emerging
categories. The activity is closed by defining a keyword, a phrase
or a representative drawing of each category.
AFFINITY DIAGRAM
63
Example: A Citilab team invited teachers to tell stories about of their work with
children. Their examples were summarized on sticky notes and categorized in
themes of interesting topics for Citilab workshops.
It is recommended to take time for the analysis; do several
sessions over a couple of days in which the cards are reviewed
and reshuffled into useful clusters that are understood by all
team members.
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What: Try to put yourself in the position of a person with
specific needs, using low cost tools.
Why: To get an empathic understanding for users with disabilities
or special conditions. This method allows to find out not just what
people are saying and doing, but also what they are thinking and
feeling by yourself. People don’t always do, think or feel what they
tell you and then it is useful to apply empathy tools, to see the
design challenge from the point of view from the end user.
Get started: Use for example clouded spectacles and weighted
gloves to actually experience processes as though you yourself
have the needs of different users. The experience gives insight in
the requirements for designing applications, products or services.
EMPATHY TOOLS
65
Example: This method can serve for the development of InvinTV, an
activitiy for people with disabilities, based on the Inventa TV format. The
team can try the use of very heavy sunglasses to experience what it is like
to be blind. It is a first exercise that should not be seen as a replacement
for working with end users.
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What: Future headlines are fictional articles published on
journals, simulated by designers. They try to imagine what
kind of impact their design will have on the society.
Why: This technique can be used to quickly generate answers
from a large number of people. It gives a first impression on the
perspective of the target group on a certain topic.
Get started: Do this exercise as a group activity for designers,
citizens and/or developers as part of a co design session. The
future headlines can be on posters made by hand or elaborated
with a graphic design programme for example.
FUTURE HEADLINES
BREAK OUT
It would be a good exercise to see
what users are doing and where they
are within a year. The Breakout team
could make a tag cloud about their
motivations for example. It triggers
the coordinators of a project to get
to know the users: what are they
interested in, what do they want to
know?
67
Do this excercise in the initial phases of the
process, when it can have the most impact.
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> 2
What: A visual representation of a fictional user, showing his/
her characteristics, needs, goals and desires. The character
is composed of data from user research.
Why: Personas provoke empathy, inspiration and new questions.
A ´realistic´ representation helps designers to become interested
in the end user, and to make design decisions from the users´ point
of view. A good idea of one or two users can be more inspiring than
a set of data on the average characteristics of a target group.
Making personas helps design teams to come to a shared
understanding of the person.
Get started: Create a one or two page collage with images and
text, showing a photo and some (fictitious but realistic) personal
details, and descriptions of his or her attitude, behaviour,
environment, routines and skills. Images and quotes from user
research sessions make the character more ´real´. A persona can
be digital as well as analog.
PERSONAS
69
Example: This booklet contains descriptions of three different
characters within the target group. It consists of photos from their
daily environment and short quotes from interviews with them.
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What: Redesign by offering a mirror, using audiovisual
tools.
Why: The technique can be used to redefine appreciations of
users, to redesign with users or to reflect on initial ideas. It helps
to reveal personal patterns that people are not usually aware of.
Get started: First film a person, and then watch the visual material
together. By showing the visual material and the actions, new
questions and answers will be provoked. The discussion can be
the starting point for a redesign session with citizens.
.
VIDEO OBSERVATION
71
BREAK OUT
In the scope of a Breakout session
we can ask people to make pictures
of their daily work. The Breakout
team can compare the fotos with the
Breakout in order to design a new
setup. A new (half-developed) format
can be offered and the next time the
same thing can be done again.
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If you do this in a large group, make
sure you keep all people actively
participating in the process
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What: A group process for gathering needs, wishes and
insights. People express their thoughts and react on thoughts
of other people.
Why: This is a way to do a first exploration of needs, ideas or
design solutions. First people are able to express their individual
thoughts. Then, the collection grows as they start reacting on each
other, in a face to face conversation or by writing their responses
directly on the wall.
Get started: State a central ´problem´. Write a few keywords that
represent the problem on a wall, with enough space between the
words. The participants write down their ideas, thoughts and/or
needs related to this problem on sticky notes, or directly on the wall.
Then, ask participants to react on the post its on the wall, and
also to have conversations with each other and summarize this
on new post its. When people are done talking about the topic on
that part of the wall they move on to see if they can contribute to
another topic.
BRAINSTORM WALL
73
Example: The Citilab education team organized a workshop with teachers to
gather examples and issues related to the primary school curriculum.
Example: In an usuaris @ctius class the needs for collaboration with citizens
were collected.
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What: A one-page representation about a persona, or a
concept, in images and words that allows people to get
involved quickly.
Why: It is a way to get involved people who don´t have time to
read a big document. It also helps to raise curiosity and provoke
questions. Visuals help to attract people´s interests. Words will
provide the explicit information.
Get started: An infographic can be digital as well as analog. The
image should give the user the topic and the key learnings easily.
Use a combination of words and images. Make sure the infographic
is either self-explanatory, or use the infographic to trigger people
to read more information that is linked to it.
INFOGRAPHIC
75
Example: An online booklet explaining the process of a collage session for Expolab.
Example: A template for a project card that seniors use to explain their project.
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What: People collaborate in groups, making 3D representations
of their ideas. The objects are the basis for a discussion in
which ideas are detailed and new ideas are being generated.
Why: Constructing objects manually stimulates the more creative
part of the brain. The technique helps to explain ideas that are
hard to explain in words. Moreover, it forces the participants to be
more specific about their ideas.
Get started: Prepare a variety of scrap material like paper, felt,
Lego, cardboard, pencils etc. Start with a short brainstorm in
which the participants express ideas around a design topic. Then
let them represent one idea by means of a 3D object. People can
work alone to focus on their own experience, or work in a group to
elicit a more dynamic discussion. Allow at least two hours for the
creation part.
LOW TECH PROTOTYPING
77
Example: In the Expolab project groups of people created 3D objects to show how
the evolution of internet had changed their daily lives. While creating the objects the
participants were triggered discuss and question their thoughts.
See also http://expolab.net/
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What: Collaborative open source design project in the virtual
environment of Second Life with designers from all over the
world
Why: By making the design process open source, designers can
stimulate each other and build on each others ideas to enhance
the outcome.
Get started: Organize an open design competition for designers
from all over the world. The designs are created under a creative
commons license, and the winning designs can be built in a
physical space. The designs are not submitted the last moment,
but the open construction process is part of the competition. This
allows the organizers to guide the design process, and it is an
opportunity for the designers who would normally not meet to help
each other to make the designs better.
OPEN DESIGN CONTEST
79
Example: in the Expolab project Citilab worked together with the Tech Museum
California, who provided a virtual space for a design contest in Second Life. The
Expolab team had weekly feedback sessions with the participants in the contest, to
discuss how the exhibition proposals could be improved.
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What: Create a network of seniors who work as volunteers in
explaining technology. This method is based on the principle
of peer to peer learning.
Why: Peers can teach each other in adequate ways because they
speak the same language. In addition it is good for the volunteers
that they can help others with the knowledge they have acquired.
Through spreading the knowledge the digital divide within the
group of seniors can be diminished.
Get started: First, seniors learn about digital technology in the
regular Seniorlab group in Citilab. Then they are stimulated to take
on the role of volunteers and teach others what they have learned.
They facilitate the education of other seniors in their network who
would otherwise not get in touch with digital technology.
PEER 2 PEER LEARNING
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What: A storyboard is a visual representation of a future
situation through a series of drawings or pictures, put
together in a narrative structure.
Why: Making a storyboard helps developers to imagine future
usage from the point of view of the user and it forces them to
make design decisions. A storyboard can be used as an empathy
tool, as a design tool, to convince a client about an idea, or to
document a common vision within a team.
Get started: A storyboard is based on a future scenario, usually
from the point of view of one single user. The beginning of the
story can start with an introduction of the user and possibly its
´problem´. The story explains the benefits of the new application
for the user. The narratives can be represented by drawings,
photos, a schedule, an animation or a video.
STORYBOARDS
The look and feel of the storyboard highly influences the reactions of users.
Think carefully what should be achieved with the storyboard. Elicit reactions,
explain an idea, convince people, invite people to come up with more ideas?
83
Example: these storyboards have been used to explain, discuss and improve
workshop proposals with teachers.
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What: This exercise results in a visual map of words and
drawings around a central concept or theme. It can be done
as an individual or group activity to collect information that
is in people´s minds, or to generate, structure and classify
ideas.
Why: Reacting on words and images helps to sort out a complicated
concept into elements, individually or in collaboration. The images
help to reveal memories, associations and connections that are
not revealed with words only. The exercise stimulates the brain to
get a flow of connections and associations going.
Get started: Draw a ́ nucleus´ with a central concept or idea in the
middle of a blank sheet. Then, use lines, words and drawings in
order to build a system of connected thoughts around the starting
point. A mindmap can be made from scratch during a session, or a
start can be made in advance to help people get started.
WORD-IMAGE ASSOCIATIONS
The choice of words and images influences the response of the participants.
During a session you can let the people work on the wall first, and start a
discussion afterwards to discuss how they interpreted the words and images
85
Example: The word-image technique has been used in a session with teachers to
make an inventory of things they teach in class and to indicate issues.
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GLOSSARY
KEYWORD
Affinity diagram
Brainstorm wall
Camera journal
Citilab - approach
Collage making
Connection mapping
Cultural probe
Empathy tools
Future headlines
Infographic
Generative session
Low tech prototyping
Online enquiry
Open design contest
Peer 2 peer learning
Personas
Project
Project phases
Semi-structured interview
Sensitizing tools
Step into my shoes
Storyboards
Video observation
Word image associations
PAGE / PÁGINA
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26
60
56
58
82
70
84
PALABRA CLAVE
Diagrama de afinidad
Pared de ideas
Diario visual
Aproximación Citilab
Sesión de ´collages´
Mantel de conexiones
Sonda cultural
Herramientas de empatía
Titulares para el futuro
Infográfico
Sesión generativa
Prototipo de baja tecnología
Encuesta online
Concurso de diseño abierto
Aprendizaje peer 2 peer
Personajes
Proyecto
Pasos de un proyecto
Entrevistas semi-estructuradas
Herramientas de sensibilización
Ponte en mi lugar
´Storyboards´
Observación de vídeo
Asociaciones texto-imágenes
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REFERENCES
Ten online resources that are worth checking out:
Citilab: http://www.citilab.es
IDEO toolkit and card widget: http://www.ideo.com/news
Service design tools: http://www.servicedesigntools.org
Design games: http://poste.posterous.com/design-games
Design & Emotion Society knowledge base: http://www.
designandemotion.org
Studiolab TU Delft: http://studiolab.io.tudelft.nl/contextmapping
Waag Society: http://www.waag.org
Usuaris @ctius blog: http://citilab-cornella.com/research
Online DIY booklets: http://issuu.com
Peer 2 peer open design: http://www.p2popendesign.org
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Recommended further reading:
Jones, P. (2008). Socialization of practice in a process world: Toward participatory
organizations. In Proceedings of Participatory Design Conference 2008, Indiana
University, Oct 1-4 2008.
Menichinelli, M. (2008). openp2pdesign.org_1.1. Accesible in: http://www.scribd.
com/doc/6208079/openp2pdesignorg11
Menichinelli M., Reti collaborative. Il design per una auto-organizzazione Open
Peer-to-Peer, Tesi di laurea, rel. Ezio Manzini, Politecnico di Milano, A.A. 2004/05
Schuler, D. & Namioka, A. (1993). Participatory design: Principles and practices.
Hillsdale, NJ: Erlbaum.
Shirky, C (2009) Here Comes Everybody: the power of organizing without
organizations. Penguin Press
Ståhlbrös,Anna. Forming Future IT. The Living Lab Way of User Involvement. PhD.
Thesis, December 2008 . Luleå University of Technology Social Informatics
Von Hippel, E. (2006) Democratizing Innovation. The MIT Press 2006. Accesible
here: http://web.mit.edu/evhippel/www/democ1.htm
Von Stamm, Trifilova, A. (Eds) (2009) The Future of Innovation. Gower.
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