User-centered and user-driven design

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Post on 20-May-2015




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  • 1. User-centered design
    Participatory design
    User-centered and user driven

2. Participatory design
60ies, general ideal of participation
Better design
Productrealized in usage
3. To human beings things are meaningful
Meanings are not properties of objects or things
Meanings are cultural and shared
4. Who is the user?
Users are people
5. Practices
Give continuity and meaning
Create relations
Are habitual and repeated
6. Practices
Mean everyday problem-solving
7. Practices
Are the mediating concept between research and design
Are the link between theory and practice
8. Co-design approach
1. Clear focus, flexible realization
2. Grounding to a concrete social context
3. Iterative andinteractive process
4. Implementation and adaptation appropriation
9. Aktiiviset Seniorit ry
Founded in 2000: Loppukiri
Sc Creative Community: an alternative mode of living for the elderly,support for everyday
10. 1. Clear focus:
Loppukiri construction and planning project
Construction of the community
Digitalizing everyday life, study of tools
11. 2. Concrete social context
Interviews of key-persons
History of AktiivisetSeniorit ry.
Examples for Loppukiri-project
Research of needs pertaining to e.g. probes: What would you want to share What things need rules etc.
Mapping present practices e.g. probe Who do you communicate with and how for a day
12. 3. Iterative and interactive co-design process
ExampleVoice Notes
Workshop Remembering and reminding
Voice Notes trial
Vaakku, an audio-interface
13. 3. Iterative and interactive co-design process
Example :Miina
Workshop Safety
Concept Footprints in snow
Community calendar
14. 4. Iterative and interactive co-design process/ adaptation
Example : Miina
Workshops and prototype trials
Co-design: senior prepare a list of specifications! Miina is named.
Trial and end-product ready
15. Lessons learned?
Co-design is always a process
Importance of shared language and meanings (e.g. radio as a metaphore for Voice Notes killed ideation)
Significance of existing practices
All of four basics!
16. Methods
Target group:
Choice and identification
2. Background material:
Books, research, benchmarking etc
Interviewing key persons
17. Methods
Probetl. luotaimet
18. Methods
19. Identifying design ideas
Laws of robotics
Creative leaps