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	<title>Facilitating design: strategy, research &#38; methods to support participation &#187; participatory design</title>
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	<link>http://www.smallfire.co.nz</link>
	<description>This blog covers work, thinking and experiences on design, design strategy and design research by Penny Hagen. I help organisations take a collaborative and participatory approach to the design &#38; implementation of new processes, strategy, services,  &#38; products.  The opinions shared here are solely my own.</description>
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		<title>Co-design: some principles, theory and practice&#8230;</title>
		<link>http://www.smallfire.co.nz/2011/05/17/co-design-some-principles-theory-and-practice/</link>
		<comments>http://www.smallfire.co.nz/2011/05/17/co-design-some-principles-theory-and-practice/#comments</comments>
		<pubDate>Tue, 17 May 2011 07:25:05 +0000</pubDate>
		<dc:creator>penny</dc:creator>
				<category><![CDATA[design research]]></category>
		<category><![CDATA[participatory design]]></category>
		<category><![CDATA[presentation]]></category>

		<guid isPermaLink="false">http://www.smallfire.co.nz/?p=707</guid>
		<description><![CDATA[I recently had the pleasure of teaching a workshop on co-design techniques at UTS as part of their new Design Masters program. The term co-design refers to a range of things and is a philosophical and political approach to design best applied throughout the design life cycle [1]. The focus of this particular session was [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.smallfire.co.nz/wp-content/uploads/2011/05/Screen-shot-2011-05-17-at-11.21.08-AM.png"><br />
<img class="size-full wp-image-710 aligncenter" title="designing with users" src="http://www.smallfire.co.nz/wp-content/uploads/2011/05/Screen-shot-2011-05-17-at-11.21.08-AM.png" alt="designing with users" width="226" height="139" /></a></p>
<p>I recently had the pleasure of teaching a workshop on co-design techniques at UTS as part of their new Design Masters program. The term co-design refers to a range of things and is a philosophical and political approach to design best applied throughout the design life cycle [1]. The focus of this particular session was on techniques that you might use at the fuzzy-front end of the design process and included hands-on examples of the kinds of activities we might do as part of a co-design workshop. This post is a summary of the key messages on co-design covered as part of the session. (A second post will summarise the day and some of the questions from the students). <span id="more-707"></span></p>
<h4>The premise:</h4>
<p>Design lives in the world. It is social and situated, people use our designs as part of their everyday lives. This means we have a responsibility with regards to how and what we design. For me, an aspect of this responsibility is supporting the active involvement and participation of &#8216;users&#8217; (people/stakeholders/those impacted by the design) in the design process. ‘Users’ are the experts of their own domain. As designers it is our role to facilitate their involvement. That is, to support participants to imagine, express and access their experiences and expectations so that they can actively and effectively participate in the design process. That people have the right to influence their own lives and therefore should be involved in the design process is a fundamental premise of Participatory Design. Co-design methods (which build on the methods and principles of early Participatory Design) are a way to do this.</p>
<h4>Some principles &amp; theory</h4>
<h4><span style="font-weight: normal;">At the beginning of the design process our goal is to:</span></h4>
<ul>
<li>Understand the design situation</li>
<li>Gain insights and explore possibilities</li>
<li>Understand what any proposed design project would mean for the people impacted&#8230;what are the opportunities and challenges?</li>
</ul>
<p>When taking a co-design approach all of this happens <em>with</em> users. They become partners in the design process helping us to shape the definition and direction of the design project.</p>
<p><strong>Importantly, this goes well beyond &#8220;asking users what they want&#8221;. [2]</strong></p>
<p><strong><a href="http://www.smallfire.co.nz/wp-content/uploads/2011/05/INCONTEXT.png"><img class="alignnone size-full wp-image-711" title="INCONTEXT" src="http://www.smallfire.co.nz/wp-content/uploads/2011/05/INCONTEXT.png" alt="looking at the proposed design in context to the persons life" width="394" height="202" /></a></strong></p>
<p>In this kind of early design research we look beyond the product being designed. E.g., it&#8217;s not just about how the person might respond to a new mobile phone app. It&#8217;s how the app, and the phone might be appropriated into the persons existing ecology, what is the broader context in which any new design might sit, how might any new designs be taken up and used?</p>
<p>We want to explore, and co-discover with our participants, things like:</p>
<p><a href="http://www.smallfire.co.nz/wp-content/uploads/2011/05/arichpicture.png"><img class="size-full wp-image-714 aligncenter" title="arichpicture" src="http://www.smallfire.co.nz/wp-content/uploads/2011/05/arichpicture.png" alt="a rich picture of an individuals life" width="350" height="257" /></a></p>
<p>&nbsp;</p>
<p><strong>But…</strong>people are not explicit sources of information&#8230;(Greenbaum and Madsen 1993).</p>
<p>It&#8217;s not possible to just extract this kind of knowledge from people&#8230;.because:</p>
<ul>
<li>We are limited in what we can express, people can only talk in the language that they know</li>
<li>Many of our experiences and knowledge is tacit or embedded in the everyday. Our habits, rituals, dreams and attitudes are not (necessarily) things that we have on tap to describe to design researchers, we may not even be aware of them ourselves.</li>
</ul>
<p><a href="http://www.smallfire.co.nz/wp-content/uploads/2011/05/extractingknowledge.png"><img class="aligncenter" title="extractingknowledge" src="http://www.smallfire.co.nz/wp-content/uploads/2011/05/extractingknowledge.png" alt="we can't just &quot;extract&quot; knowledge from people" width="170" height="160" /></a></p>
<p>Instead we can use co-design methods, also known as &#8216;generative&#8217; design research methods, to help make things that are normally unobservable available  as resources for design.</p>
<p>Sleeswijk Visser suggests that while methods such as interviews and observations give us access to the explicit and observable, generative methods allow us to access the tacit and implicit aspects of people’s lives.</p>
<blockquote><p>Generative methods are designed to, “<em>allow us to gain access to a hidden world of user experience</em>” (Sleeswijk Visser, 2009)</p></blockquote>
<h4>Some practice&#8230;</h4>
<h4><span style="font-weight: normal;">So…how do we make people’s everyday experiences available for discussion? </span><span style="font-weight: normal;">How do we get people to remember and share things that are so ingrained? [3]</span></h4>
<p>We use methods that are:</p>
<ul>
<li>Visual, creative, expressive</li>
</ul>
<p>There is an emphasis on visual materials, making things and use of imagery as a way for people to make associations and communicate.</p>
<ul>
<li>Physical and tangible</li>
</ul>
<p>Physically making things helps people to explore, verbalise, remember and imagine (Sanders in particular emphasis the “make” aspect of generative methods).</p>
<ul>
<li>Based on story telling</li>
</ul>
<p>We naturally tell stories, actual stories and examples help put things into context, they are also a central way of sharing, communicating and visioning. Creating and telling stories (real or imagined) can be visual, verbal or include role play, they help to prompt, remind, and brings things that are normally tacit out into the foreground.</p>
<ul>
<li>Playful, fun and embrace ambiguity</li>
</ul>
<p>Fun is a deeply important aspect of participation, it is central to developing platforms for sharing, trust building, confidence and helping people open up. It is also part of keeping people’s energy levels up, if people are tired and the activities too serious, people will lose interest. Co-design sessions should be fun and enjoyable as well as &#8216;productive&#8217;. (They are also key relationship building activities). Ambiguity is important for allowing creative and unusual connections to be made and leaves space for people to apply and explore their own interpretations of things.</p>
<ul>
<li>Reflective, personal, subjective</li>
</ul>
<p>Interventions that support reflection and introspection help to make things that are otherwise embedded into our &#8216;everyday&#8217; accessible and sharable.  For this reason it is very common to do reflection or &#8216;primer&#8217; exercises before workshops, such as diaries or cultural probes. Asking people to observe their own behaviours for a period of time, brings things to the surface before an interview or workshop [4].</p>
<h4>The outcomes:</h4>
<p>Co-design sessions:</p>
<ul>
<li>Allow us to create a shared understanding and shared language between participants and the designers.</li>
</ul>
<p>They enable immersion, dialogue and empathy, we start to understand the design from the point of view of the participants. The outputs are sources of both inspiration and information for designers and participants to work with in visioning future designs. They are information gathering and design generating activities, blurring the boundaries of research and design (Sanders 2008).</p>
<p>And they are:</p>
<ul>
<li>Designerly</li>
</ul>
<p>The outputs from these kinds of methods differ significantly from interviews, surveys or observations. They generate rich visual, subjective and tangible material to work with.  Designers benefit from working with concrete things they can see and feel and the immediacy and accessibility of this kind of material makes it a natural resource for designers, quite different to that of a report. Imagery for example can be quickly scanned and absorbed (Mattelmäki &amp; Battarbee, 2002). For designers this kind of material can be much more accesible than traditional research outputs. To understand the significance of designerly methods – I recommend checking out <a href="http://www.dubberly.com/articles/an-evolving-map-of-design-practice-and-design-research.html">Sanders map of design research method</a><a href="http://www.dubberly.com/articles/an-evolving-map-of-design-practice-and-design-research.html">s</a>. In it Sanders talks about older more established styles of research which rely on systematic data analysis. Newer, design driven forms of research focus on tools for expression, reflection and sharing (and they are subjective).</p>
<p>&nbsp;</p>
<p>[1] The term codesign is now widely used within product, UX and Service design fields. My own interpretation of co-design is based on the principles of Participatory Design and is best represented by the extensive work of <a href="http://www.maketools.com">Liz Sanders.</a> Check out Sanders extensive selection of papers on her website for more about the different types of generative activities she&#8217;s been developing and evolving for the last 20 years.</p>
<p>[2] In a couple of recent presentations I got some people&#8217;s backs up for &#8216;pissing all over the quote by Ford&#8217;.</p>
<p>The quote in question goes something like: &#8220;<em>If I had asked people what they wanted they would have said faster horses</em>&#8220;. I&#8217;ve seen this quote used (more than once) at nearly every design/UX/technology conference I have attended in the last few years and my frustration over its use is because frankly I think it&#8217;s a bit of a cop-out. Invariably it gets hauled out and used as a excuse or justification not to involve or &#8216;ask&#8217; users &#8211; clearly they can&#8217;t come up with innovations! The flaw here of course &#8211; (recognised by most people in UX that I know of) is that there is rarely a good justification for simply &#8220;asking users what they want&#8221;. As @voirol astutely put it, if that was the answer then you asked the wrong question. In fact such direct questioning (e.g., what features would you like) are unlikely to be a part of any serious design research process. Our questions and techniques have to be much more sophisticated than this, co-design and participatory design methods are examples of a very different approach to involving users in the design process.</p>
<p>[3] For example see Sanders comments on primes in the paper <a href="http://www.maketools.com/articles-papers/DesignResearchin2006_Sanders_06.pdf" target="_blank">Design Research in 2006</a>. Also the article <a href="http://johnnyholland.org/2010/05/10/not-to-prime-is-a-crime/">Not to Prime is a crime</a> by Jodie Moule on Johnny Holland. More about the reflective nature of diaries can be found on the <a href="http://johnnyholland.org/2010/07/13/mobile-diaries-discovering-daily-life/">Mobile Diarie</a>s article also on Johnny Holland.</p>
<p><strong>Further references include:</strong></p>
<p><!-- p.p1 {margin: 0.0px 0.0px 0.0px 36.0px; text-indent: -36.0px; font: 12.0px Helvetica} -->Gaver, W., Beaver, J., &amp; Benford, S. (2003). &#8216;Ambiguity as a Resource for Design&#8217;<em>.</em> <em>CHI</em>, Ft. Lauderdale, Florida, USA. ACM,  pp.</p>
<p>Gaver, W., Boucher, A., Pennington, S., &amp; Walker, B. (2004). &#8216;Cultural Probes and the value of uncertainty&#8217;. <em>Interactions, Volume XI</em>(5), pp. 53-56.</p>
<p>Gaver, B., Dunne, T., &amp; Pacenti, E. (1999). &#8216;Design: Cultural Probes&#8217;. <em>Interactions</em>, pp. 21-29.</p>
<p>Greenbaum, J., &amp; Madsen, K. H. (1993). PD a personal statement. Communications of the ACM. Special issue on graphical user interfaces: the next generation, 36(6), pp.</p>
<p>Halskov, K., &amp; Dalsgård, P. (2006). &#8216;Inspiration Card Workshops&#8217;<em>.</em> <em>DIS</em>, University Park, PA, USA. ACM</p>
<p>Mattelmäki, T. (2005). &#8216;Applying probes – from inspirational notes to collaborative insights&#8217;. <em>CoDesign, 1</em>(2), pp. 83-102.</p>
<p>Mattelmäki, T. (2008). &#8216;Probing for co-exploring&#8217;. <em>CoDesign, 4</em>(1), pp. 65 &#8211; 78.</p>
<p><!-- p.p1 {margin: 0.0px 0.0px 0.0px 36.0px; text-indent: -36.0px; font: 12.0px Helvetica} -->Mattelmäki, T., &amp; Battarbee, K. (2002). &#8216;Empathy Probes&#8217;.  <em>PDC&#8217;02</em>. Malmö, Sweden, CPSR.</p>
<p>Sanders, E. B.-N. (2006). Design Research in 2006. Design Research Quarterly, 1.</p>
<p>Sanders, L. (2008). An Evolving Map of Design Practice and Design Research Interactions (November &#8211; December), pp. 13-17.</p>
<p>Sanders, L. (2001). <a href="http://loop1.aiga.org/content.cfm?Alias=sandersucd ">Collective Creativity</a>. LOOP: AIGA Journal of Interaction Design Education 7(June ). Retrieved from</p>
<p>Sanders, E. B.-N., Brandt, E., &amp; Binder, T. <a href="http://portal.acm.org/citation.cfm?id=1900476">A framework for organizing the tools and techniques of participatory design</a>.  Proceedings of the 11th Biennial Participatory Design Conference. Sydney, Australia, ACM.</p>
<p>Sanders, E., &amp; Stappers, P. J. (2008). Co-creation and the New Landscapes of Design. CoDesign, 4(1), pp. 5-18.</p>
<p>Sleeswijk Visser, F. (2009). Bringing the everyday life of people into design. PhD Thesis Technische Universiteit Delft, Delft.</p>
<p>Sleeswijk Visser, F., Stappers, P. J., Lugt, R. V. D., &amp; Sanders, E. B.-N. (2005). Contextmapping: experiences from practice. CoDesign, 1(2), pp. 119-140.</p>
<p><!-- p.p1 {margin: 0.0px 0.0px 0.0px 36.0px; text-indent: -36.0px; font: 12.0px Helvetica} -->(See <a href="http://studiolab.io.tudelft.nl/sleeswijkvisser/publications">http://studiolab.io.tudelft.nl/sleeswijkvisser/publications</a> to access papers by Sleeswijk Visser)</p>
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		<title>Design in the wild: PDC&#8217;10 Presentation</title>
		<link>http://www.smallfire.co.nz/2011/05/17/design-in-the-wild-pdc10-presentation/</link>
		<comments>http://www.smallfire.co.nz/2011/05/17/design-in-the-wild-pdc10-presentation/#comments</comments>
		<pubDate>Mon, 16 May 2011 20:25:11 +0000</pubDate>
		<dc:creator>penny</dc:creator>
				<category><![CDATA[design research]]></category>
		<category><![CDATA[participatory design]]></category>
		<category><![CDATA[presentation]]></category>
		<category><![CDATA[social technologies]]></category>
		<category><![CDATA[thesis]]></category>

		<guid isPermaLink="false">http://www.smallfire.co.nz/?p=709</guid>
		<description><![CDATA[&#160; I&#8217;ve finally uploaded my presentation (with annotations) from last years Participatory Design Conference held in Sydney. The presentation (and paper) explores how social technologies both enable and demand new participatory approaches to designing with our future communities, which pushes design out of the studio and ‘into the wild’. A preprint of the paper is also [...]]]></description>
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<div style="padding: 5px 0 12px;">
<p>I&#8217;ve finally uploaded my presentation (with annotations) from last years Participatory Design Conference held in Sydney. The presentation (and paper) explores how social technologies both enable and demand new participatory approaches to designing with our future communities, which pushes design out of the studio and ‘into the wild’. <a href="http://www.smallfire.co.nz/wp-content/uploads/2010/10/Preprint_Hagen_SocTecpdc2010a.pdf">A preprint of the paper is also available</a>.</div>
</div>
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		<title>A collation of posts from the 11th Participatory Design Conference</title>
		<link>http://www.smallfire.co.nz/2010/12/19/a-collation-of-posts-on-the-11th-participatory-design-conference/</link>
		<comments>http://www.smallfire.co.nz/2010/12/19/a-collation-of-posts-on-the-11th-participatory-design-conference/#comments</comments>
		<pubDate>Sun, 19 Dec 2010 07:25:39 +0000</pubDate>
		<dc:creator>penny</dc:creator>
				<category><![CDATA[participatory design]]></category>

		<guid isPermaLink="false">http://www.smallfire.co.nz/?p=683</guid>
		<description><![CDATA[The full week of fabulous workshops, tutorials and presentations that made up the 11th Participatory Design Conference 2010 at the beginning of this month (December) is already somewhat of a blur of great people, insights &#38; presentations. I hoped to provide a summary of my own, but alas the thesis called &#8211; instead I&#8217;ve collated [...]]]></description>
			<content:encoded><![CDATA[<p style="text-align: center;"><a href="http://www.smallfire.co.nz/wp-content/uploads/2010/12/Screen-shot-2011-01-23-at-2.27.28-PM.png"><img class="size-full wp-image-688 aligncenter" style="border: 0pt none; margin: 0px;" title="people participating in design" src="http://www.smallfire.co.nz/wp-content/uploads/2010/12/Screen-shot-2011-01-23-at-2.27.28-PM.png" alt="people participating in design" width="353" height="200" /></a></p>
<p style="text-align: left;">The full week of fabulous workshops, tutorials and presentations that made up the <a href="http://www.pdc2010.org/">11th Participatory Design Conference</a> 2010 at the beginning of this month (December) is already somewhat of a  blur of great people, insights &amp; presentations. I hoped to provide a  summary of my own, but alas the thesis called &#8211; instead I&#8217;ve collated  some fabulous insights by others who not only attended and contributed but who also managed to share their experiences  Thanks again to all those who came and participated and thanks to the following authors (esp. @malbooth ) for sharing your thoughts.<span id="more-683"></span></p>
<p><span style="text-decoration: none;">Author: Yoko Akama</span><br />
<span style="text-decoration: none;">Title: <a href="http://raws.adc.rmit.edu.au/~e48618/blog/?p=458">Participatory Design Conference, Sydney 2010</a><br />
</span><span style="text-decoration: none;"> </span><em>Just came back from a pretty intense but enjoyable <a href="http://www.pdc2010.org/">PD conference in Sydney</a>. I was really struck by the strong sense of ‘community’ and how people were very supportive of one another&#8230;</em></p>
<p>Author: Mal Booth<br />
Title:<a href="http://frommelbin.blogspot.com/2010/12/participatory-service-design.html"> Participatory service design</a><span lang="EN-US"><br />
<em>These are some notes from some sessions at Industry Day of the <a href="http://www.pdc2010.org/">Participatory Design Conference</a>, held for the first time ever in the Southern Hemisphere at UTS 28 November to 3 December 2010&#8230;</em></span></p>
<p>Author: Mal Booth<br />
Title:<a href="http://frommelbin.blogspot.com/2010/12/more-notes-from-pdc-2010-composing.html"> More notes from PDC 2010: Composing Collaborative Communities</a><span lang="EN-US"><span><span><br />
<em>Collabforge work mainly for the government sector and they&#8217;ve made a lot of progress re gov2.0 and in stakeholder engagement</em></span></span><span><em>.</em><span> In fact I think they&#8217;ve made more progress in that respect than any bureaucracy that I&#8217;ve ever experienced or could imagine..<br />
</span></span></span></p>
<p>Author: Mal Booth<br />
Title:<a href="http://frommelbin.blogspot.com/2010/12/even-more-from-pdc-2010-release-early.html"> Even more from PDC 2010: Release early: Release often strategy</a><strong><span lang="EN-US"><span><br />
</span></span></strong><em><span lang="EN-US"><span>DE&#8217;s Tools</span></span><span lang="EN-US">: human-centred design, PD, agile &amp; ethnographic research&#8230;</span></em></p>
<p>Author: Mal Booth<br />
Title:<a href="http://frommelbin.blogspot.com/2010/12/pdc-2010-participation-frameworks-in.html?spref=tw"> PDC 2010: Participation Frameworks in Service Design &amp; Delivery</a><br />
(A run down of the service design panel)</p>
<p>Author: <a href="http://twitter.com/jacwex">@jacwex</a><br />
Title:<a href="http://uxthink.wordpress.com/2010/12/01/co-design-workshop-method/"> Co-design Workshop Method</a><em><br />
I have been attending <a href="http://pdc2010.org/" target="_blank">PDC 2010</a> the last few days i.e. a conference about participatory design in Sydney. It has been very interesting so far…both the lectures as well as the  hall way conversations between a well represented international  audience&#8230;<br />
</em></p>
<p>Author: Faruk Avdi<br />
Title:<a href="http://exfabrica.blogspot.com/2010/12/participatory-design-meets-service.html"> Participatory Design Meets Service Design</a><span lang="EN-US"><span style="font-size: small;"><br />
<em>Here is the text of my responses to questions graciously set by Jeanette Blomberg for today&#8217;s industry panel at <a style="color: #20124d;" href="http://www.pdc2010.org/">PDC Sydney 2010</a><span style="color: #20124d;">. ..</span></em></span></span><em><br />
</em></p>
<p>Author: Allison Earl<br />
Title:<a href="http://architectureinsights.com.au/events/the-art-of-participatory-design/"> The Art of Participatory Design</a> -<br />
(about the accompanying art show)<br />
<em>PDC 2010 poses the challenge of participation; it asks us to consider  how we conceptualise, critque and work  with participation, and how we  engage meaningfully with people, places and situations&#8230;</em></p>
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		<title>UPCOMING: The Participatory Design Conference: UX/SD Highlights</title>
		<link>http://www.smallfire.co.nz/2010/10/04/the-participatory-design-conference-uxsd-highlights/</link>
		<comments>http://www.smallfire.co.nz/2010/10/04/the-participatory-design-conference-uxsd-highlights/#comments</comments>
		<pubDate>Mon, 04 Oct 2010 06:55:37 +0000</pubDate>
		<dc:creator>penny</dc:creator>
				<category><![CDATA[participatory design]]></category>

		<guid isPermaLink="false">http://www.smallfire.co.nz/?p=668</guid>
		<description><![CDATA[The Participatory Design (PD) Conference in Sydney now has its preliminary programme up. While this is an academic research conference the nature of participatory design (designing with people) means the conference deals with very designerly and practice-based issues. As a design conference, it&#8217;ll be of most value to people interested in incorporating participatory co-design and [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.smallfire.co.nz/wp-content/uploads/2010/10/DSC00005.jpeg"><img class="size-full wp-image-669 alignnone" style="border: 0pt none; margin: 0px;" title="DSC00005" src="http://www.smallfire.co.nz/wp-content/uploads/2010/10/DSC00005.jpeg" alt="DSC00005" width="377" height="177" /></a></p>
<p>The<a href="http://http://www.pdc2010.org/programme/"> </a><a href="http://www.pdc2010.org">Participatory Design (PD) Conference in Sydney</a> now has its preliminary <a href="http://http//www.pdc2010.org/programme/">programme up.</a> While this is an academic research conference the nature of participatory design (designing <em>with </em>people) means the conference deals with very designerly and practice-based issues.</p>
<p>As a design conference, it&#8217;ll be of most value to people interested in incorporating participatory co-design and user innovation methods into their practice, projects and organisations, or building on existing user centred design approaches#.</p>
<p>The conference includes tutorials, workshops, panels, research   presentations and industry cases and topics are as diverse as civic   engagement, rural development, large scale IT systems, health, education   and museums. Below are some highlights from the programme that might be of interest to the UX &amp; Service Design community in particular.<span id="more-668"></span></p>
<h3>Tutorials</h3>
<p>First up are the Tutorials happening on the 29 and 30th of November: (See the <a href="www.pdc2010.org/programme/tutorials/">Full Tutorials Details for more info</a>)</p>
<p style="padding-left: 30px;"><strong>A Participatory Design Introduction </strong>A great start point for those familiar with  traditional user-centred design who want to move toward using more participatory design  concepts and methods in their work. (Taught by the legendary Joan Greenbaum)</p>
<p style="padding-left: 30px;"><strong>Participatory Design Charrettes</strong> which focuses on sharing group collaboration techniques for creative enterprise and involving people in the co-design of things.</p>
<p style="padding-left: 30px;"><strong>Action Methods for Cross-Boundary Participation </strong>The emphasis in this tutorial is particularly on working across boundaries, whether disciplinary or cultural and includes strategies for turning interested bystanders into active participants.</p>
<h3>Workshops</h3>
<p style="padding-left: 30px;">There are also the following Workshops: (See the <a href="http://www.pdc2010.org/programme/workshops/">Full Workshop details for more info</a>)</p>
<p style="padding-left: 30px;"><strong>Prototyping (in) Healthcare</strong></p>
<p style="padding-left: 30px;"><strong>Participatory Design with Health and Social Care Institutions</strong></p>
<p style="padding-left: 30px;"><strong> Innovation in participatory design</strong></p>
<p style="padding-left: 30px;"><strong>Participatory Innovation in SMEs</strong></p>
<p style="padding-left: 30px;">N.B Usually in academic workshops you put in an application to participate (its about sharing people&#8217;s experiences and research), but if you are interested in participating in one of the workshops, ignore the deadline for submissions and contact them about participating and whether a submission is needed.</p>
<h3>Industry Day</h3>
<p>Then there&#8217;s<strong> December 2, Industry Day itself<br />
</strong></p>
<p style="padding-left: 30px;"><strong>First  up is the </strong><em><a href="http://www.pdc2010.org/programme/keynotes/"><strong>Industry Keynote:</strong></a></em><strong> by</strong> Mariesa Nicholas, Director of Development, Inspire Foundation<br />
I&#8217;m really looking forward to this as Mariesa  will be sharing the real, nitty gritty on-the-ground challenges (and opportunities) of working in participatory ways with young people to design their own services &#8211; in the particularly complex environment of mental health.</p>
<p style="padding-left: 30px;"><strong>Industry  Cases: </strong>This includes presentations by local and international industry presenters from <a href="http://www.digitaleskimo.net/">Digital Eskimo</a>, <a href="http://www.collabforge.com/">Collabforge</a>, <a href="http://www.intel.com/">Intel</a>, <a href="http://www.ibm.com/us/en/">IBM</a>, <a href="http://www.mjv.com.br/">MJV</a> and <a href="http://www.xerox.com/">Xerox </a> covering topics  such as strategies for civic engagement, sustainability, museum  displays, designing service touchpoints, collaboration in large  organisations, and mobile insurance (<a href="http://www.pdc2010.org/programme/industry-cases/">see presenters list</a>). These will be parallel to exploratory research papers on emerging<em> </em>Participatory Design topics.<br />
<strong><br />
</strong><strong><em><a href="http://www.pdc2010.org/participation-frameworks-in-service-design-and-delivery-panel-description/">Service Design Panel</a></em></strong><strong>: </strong>This panel, titled <em>Participation Frameworks in Service Design and Delivery</em> is a mixed industry/academic panel that will explore the existing and potential complementary relationship between Participatory Design and Service Design. The panel will be chaired by Jeanette Blomberg who leads the Service Innovation Research group at IBM.</p>
<p style="padding-left: 30px;">The afternoon will include emerging international research taking place through industry/research collaborations and will cover sustained participation in design and implementation in IT, enhancing citizenship and participatory design of medical devices.</p>
<p><strong>See the <a href="http://www.pdc2010.org/programme/">full program details here</a> including details of the other 2 days of the conference </strong></p>
<p><strong>And <a href="http://www.pdc2010.org/registration/">register soon</a> if you want to catch the Early bird discount &#8211; Ends Oct 8 </strong></p>
<p>*Industry Day is new the to the PDC conference and has been organised by Ellen Balka, Jeanette Blomberg &amp; myself. The aim is to foster more collaboration between practitioners from industry and academia grappling with the challenges and opportunities of supporting participatory approaches to design (or codesign as it is becoming known).  We know it&#8217;s hard to get funding for a 3 day conference, so Industry Day offers a single day registration specifically designed for   industry attendees with a programme that covers current and emerging   practices, methods and recent case studies from industry and research.</p>
<p>#The politics of design and participation and people&#8217;s right to have   influence over the design of things that will impact their lives are at   the heart of PD. In this way it goes beyond traditional UCD.</p>
<p>We&#8217;ve been lucky to have some great sponsors too: Thanks <a href="http://www.digitaleskimo.net">Digital Eskimo</a> &amp; <a href="http://www.zum.io">Zumio</a></p>
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		<title>Dissolving Boundaries &#8211; OZCHI 2009 Paper</title>
		<link>http://www.smallfire.co.nz/2009/10/11/dissolving-boundaries-ozchi-2009-paper/</link>
		<comments>http://www.smallfire.co.nz/2009/10/11/dissolving-boundaries-ozchi-2009-paper/#comments</comments>
		<pubDate>Sat, 10 Oct 2009 12:08:28 +0000</pubDate>
		<dc:creator>penny</dc:creator>
				<category><![CDATA[design research]]></category>
		<category><![CDATA[participatory design]]></category>
		<category><![CDATA[presentation]]></category>
		<category><![CDATA[social design]]></category>
		<category><![CDATA[social technologies]]></category>

		<guid isPermaLink="false">http://www.smallfire.co.nz/?p=624</guid>
		<description><![CDATA[The discipline of design is in a constant state of change. As noted in the previous post one of the most significant trends currently impacting on design practice is the opening up of the design process. Design is moving out from the studio and into the wild, taking place where people live [1].  Users are [...]]]></description>
			<content:encoded><![CDATA[<p style="text-align: center;"><a href="http://www.smallfire.co.nz/wp-content/uploads/2009/10/designshapes1.gif"><img class="aligncenter size-full wp-image-636" style="border: 0pt none; margin-top: 0px; margin-bottom: 0px;" title="designshapes" src="http://www.smallfire.co.nz/wp-content/uploads/2009/10/designshapes1.gif" alt="designshapes" width="531" height="237" /></a></p>
<p>The discipline of design is in a constant state of change. As noted in the <a href="http://www.smallfire.co.nz/2009/09/21/design-and-use-tools-and-trends/" target="_self">previous post</a> one of the most significant trends currently impacting on design practice is the opening up of the design process. Design is moving out from the studio and into the wild, taking place where  people live [1].  Users are being re-cast as co-designers, co-creators and co-developers. Trends such as ‘open design’, ‘crowdsourcing’, designing for design in use, post-release iterations and ‘emergent design’ provide new ways for people to participate in the design process,  and challenge some of our traditional models of design.</p>
<p><span id="more-624"></span></p>
<p style="text-align: center;"><a href="http://www.smallfire.co.nz/wp-content/uploads/2009/10/changesindesign.gif"><img class="aligncenter size-full wp-image-635" style="border: 0pt none; margin: 0px;" title="changesindesign" src="http://www.smallfire.co.nz/wp-content/uploads/2009/10/changesindesign.gif" alt="changesindesign" width="444" height="78" /></a></p>
<p>The paper <em>Dissolving boundaries: social technologies and participation in design</em> [<a href="http://www.smallfire.co.nz/wp-content/uploads/2009/10/Hagen_Robertson_DissolvingBoundariesOzchi09_Preprint.pdf"><a href="http://www.smallfire.co.nz/wp-content/uploads/2009/10/Hagen_Roberston_Ozchi2009_Dissolving_Preprint.pdf">Preprint_Pdf</a></a>] being presented at <a href="http://www.ozchi.org/mediawiki/index.php/Main_Page" target="_self">OZCHI </a>this November is an attempt to provide a &#8216;lay of the land&#8217;.  We look at key trends and opportunities for supporting participation in design from across industry and research and point to some of questions about roles and responsibilities they raise for design practitioners. The paper, and the proposed discussion at <a href="http://interaction.ixda.org/" target="_self">Interaction10</a> (submission pasted below for prosperity), are an attempt to promote and contribute to ongoing discussion on how these shifts are changing design practice.</p>
<p>The sketches (scribbles) in this post were fundamental for thinking through, conceptualising and communicating the various ways design is being reshaped, and for starting to think about models of participation. I recently also came across <a href="http://www.thespiritofcocreation.com/the-co-creation-landscape/" target="_self">these (much more refined!) sketches</a> that also visualise emerging co-creation and codesign models.</p>
<p style="text-align: center;">
<p style="text-align: center;"><a href="http://www.smallfire.co.nz/wp-content/uploads/2009/10/designinthewild.gif"><img class="aligncenter size-full wp-image-630" style="border: 0pt none; margin: 0px;" title="designinthewild" src="http://www.smallfire.co.nz/wp-content/uploads/2009/10/designinthewild.gif" alt="designinthewild" width="200" height="101" /></a></p>
<p style="text-align: left;">Discussion Proposal submitted to IXD10.</p>
<h4>Design in the wild: the practitioners new playground</h4>
<p>Design is moving into the wild, propelled in part by the participatory nature of social technologies. Trends such as ‘open design’ which supports mass participation in the design process, ‘crowdsourcing’ of design ideas and skills from the public, ‘design after design’ or ‘design in use’ where design is iterated post-release and ‘emergent design’ where seed prototypes are shaped through use, challenge some of our traditional models of design.</p>
<p>In this shifting design landscape boundaries between design and use, and designer and user begin to blur. Not for the first time, but for the first time on this scale, design is moving out of the studio and taking place in more public forums. These shifts in design practice and process are generating questions about roles, responsibilities and appropriate frameworks for participation and decision-making.</p>
<p>In this session we’ll sketch out some of the challenges and opportunities currently facing us as practitioners. The discussion will be framed around the following topics:</p>
<p>- The suitability of existing methods to cater to this emerging design space<br />
- The directions of emerging methods<br />
- Potential frameworks for supporting participation and decision-making<br />
- The impact these changes are having to our roles, responsibilities and skill-sets as design practitioners.</p>
<p>This session will be an opportunity for practitioners to share their ideas, concerns and thoughts, as well as explore what shifts are already happening, or may be necessary, to support these emerging forms of participation and collaboration in design.</p>
<p>References</p>
<p>1. Lee, Y., &#8216;Design participation tactics: the challenges and new roles for designers in the co-design process&#8217;, CoDesign, vol. 4, no. 1, (2008) pp. 31 &#8211; 50.</p>
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		<title>Mapping methods, techniques, tools and design values</title>
		<link>http://www.smallfire.co.nz/2009/07/15/mapping-methods-techniques-tools-and-design-values/</link>
		<comments>http://www.smallfire.co.nz/2009/07/15/mapping-methods-techniques-tools-and-design-values/#comments</comments>
		<pubDate>Tue, 14 Jul 2009 12:02:29 +0000</pubDate>
		<dc:creator>penny</dc:creator>
				<category><![CDATA[design research]]></category>
		<category><![CDATA[design strategy]]></category>
		<category><![CDATA[participatory design]]></category>
		<category><![CDATA[presentation]]></category>
		<category><![CDATA[social design]]></category>
		<category><![CDATA[social technologies]]></category>
		<category><![CDATA[thesis]]></category>

		<guid isPermaLink="false">http://www.smallfire.co.nz/?p=437</guid>
		<description><![CDATA[Methods can be a bit like a black box. Embedded within them are particular assumptions about design and participation that can be unwittingly projected into our design process and outcomes. If we hope to privilege sociability, flexibility and openness in our designs, these values can be better supported through some tools and techniques more than [...]]]></description>
			<content:encoded><![CDATA[<p style="text-align: center;">
<p>Methods can be a bit like a black box. Embedded within them are particular assumptions about design and participation that can be unwittingly projected into our design process and outcomes. If we hope to privilege sociability, flexibility and openness in our designs, these values can be better supported through some tools and techniques more than others. In my thesis I have drawn attention to particular qualities and concepts relevant to design in the context of social technologies. I&#8217;m in the process of making these available to others in different ways such as maps, vocabularies and considerations.</p>
<div id="attachment_451" class="wp-caption aligncenter" style="width: 510px"><a href="http://www.smallfire.co.nz/wp-content/uploads/2009/07/concept-map.png"><img class="size-full wp-image-451" title="concept-map" src="http://www.smallfire.co.nz/wp-content/uploads/2009/07/concept-map.png" alt="mapping goals, experiences, enablers, qualities" width="500" height="476" /></a><p class="wp-caption-text">mapping goals, experiences, enablers and qualities in early design research</p></div>
<p><span id="more-437"></span></p>
<p>Design tools like concept maps and sketches  allow us to analyse and visualise things in different ways. In this context they can make visible important, though often implicit, aspects of methods. The (draft) map above describes the use of social technologies as a self-reporting/live prototyping tool in early design research. It takes into account <em>goals</em> of the design method, <em>experiences</em> that are of value in this context and <em>qualities </em>of the tools and technique that become <em>enablers</em> for these experiences. By mapping a relationship between design goals, qualities and enablers (methods) the intention is to make more visible connections between the tools, techniques and the values they embody.</p>
<p>The first two goals, <em>immersion</em> and<em> intervention</em>, take into account the perspective and experiences of the designer and participant. The third goal, <em>seeding</em>, represents the relationship between them, and between design and use. The qualities of digital self-reporting e.g over-time, <em>in situ, </em>visually rich, personal, mobile and so on enable the kinds of experiences (e.g reflection, inspiration) that  support these desired goals.</p>
<p>The map is not meant to be prescriptive or exhaustive. Rather it is meant as a tool for encouraging discussion, reflection and decision-making. The map and its explanation are still very much works in progress.</p>
<p><a href="http://www.smallfire.co.nz/2009/05/19/immersion-intervention-seeding-three-aims-for-early-design-research/" target="_self">Immersion, intervention and seeding</a> are three key concepts that have emerged out of my work on participatory and designerly design methods that name things important (but at times implicit) to our practice^.</p>
<p>^ Designerly methods embody the creative, visual and exploratory nature of design, while participatory methods embody a commitment to active participation by users in design.</p>
<p><strong>References:</strong> (A full literature review a reference list can be provided, in the mean time here are some selected key texts that have been instrumental in my work).<br />
1.    Robertson, T.: Ethical Issues in Interaction Design. Ethics and Information Technology 8 (2006)<br />
2.    Visser, F.S., Stappers, P.J., Lugt, R.V.D., Sanders, E.B.-N.: Contextmapping: experiences from practice. CoDesign 1 (2005) 119-140<br />
3.    Visser, F.S., Lugt, R.v.d., Stappers, P.J.: Sharing User Experiences in the Product Innovation Process: Participatory Design Needs Participatory Communication. Creativity and Innovation Management 16 (2007) 35-45<br />
4.    Botero, A., Kommonen, K.-H., Oilinki, I., Koskijoki, M.: Codesigning Visions, Uses, and Applications. TechnE Design Wisdom&#8221; 5th European Academy of Design Conference, Barcelona (2003)<br />
5.    Botero, A., Saad-Sulonen, J.: Co-designing for new city-citizen interaction possibilities: weaving prototypes and interventions in the design and development of Urban Mediator. PDC&#8217;09. ACM, Bloomington, USA (2008)<br />
6.    Hulkko., S., Mattelmäki, T., Virtanen, K., Keinonen, T.: Mobile Probes. NORDICHI 04, Tampere, Finland (2004)<br />
7.    Gaver, B., Boucher, A., Pennington, S., Walker, B.: Subjective Design for Everyday Life. CHI 2003 (2003)<br />
8.    Merkel, C.B., Xiao, L., Farooq, U., Ganoe, C.H., Lee, R., Carroll, J.M., Rosson, M.B.: Participatory Design in Community Computing Contexts: Tales from the Field PDC&#8217;04. ACM, Toronto, Canada (2004)<br />
9.    Kensing, F., Blomberg, J.: Participatory Design: Issues and Concerns. Computer Supported Cooperative Work 7 (1998) 167-185<br />
10.    Näkki, P., Antikainen, M., Virtanen, T.: Participatory Design in an Open Web Laboratory Owela CHI08. ACM, Florence, Italy (2008)<br />
11.    Stolterman, E.: The Nature of Design Practice and Implications for Interaction Design Research. International Journal of Design 2 (2008)<br />
12.    Dourish, P.: Where the Action Is. MIT Press (2001)<!--more--></p>
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		<title>Emerging a User Experience Strategy: people, pencils and post-its</title>
		<link>http://www.smallfire.co.nz/2009/07/13/emerging-a-user-experience-strategy-people-pencils-and-post-its/</link>
		<comments>http://www.smallfire.co.nz/2009/07/13/emerging-a-user-experience-strategy-people-pencils-and-post-its/#comments</comments>
		<pubDate>Mon, 13 Jul 2009 01:59:45 +0000</pubDate>
		<dc:creator>penny</dc:creator>
				<category><![CDATA[design research]]></category>
		<category><![CDATA[design strategy]]></category>
		<category><![CDATA[participatory design]]></category>
		<category><![CDATA[presentation]]></category>
		<category><![CDATA[social design]]></category>
		<category><![CDATA[social technologies]]></category>

		<guid isPermaLink="false">http://www.smallfire.co.nz/?p=402</guid>
		<description><![CDATA[Emerging a User Experience Strategy: people, pencils and post-its is the title of the presentation @michellegilmore and I will be giving at UX Australia at the end of August. The conference is happening for the first time this year and there is an excellent range of speakers. The event will be a much appreciated addition [...]]]></description>
			<content:encoded><![CDATA[<p style="text-align: center;"><a href="http://www.smallfire.co.nz/wp-content/uploads/2009/07/post-its.png"></a></p>
<p style="text-align: center;"><a href="http://www.smallfire.co.nz/wp-content/uploads/2009/07/post-its1.png"><img class="size-full wp-image-413 aligncenter" style="border: 0pt none; margin-top: 0px; margin-bottom: 0px;" title="post-its1" src="http://www.smallfire.co.nz/wp-content/uploads/2009/07/post-its1.png" alt="user stories workshop " width="500" height="282" /></a></p>
<p><em>Emerging a User Experience Strategy: people, pencils and post-its</em> is the title of the presentation @michellegilmore and I will be giving at <a href="http://www.uxaustralia.com.au/">UX Australia</a> at the end of August. The conference is happening for the first time this year and there is an excellent range of speakers. The event will be a much appreciated addition to Australia&#8217;s calendar of UX and HCI events. A brief outline of our presentation is provided below based on our submission.</p>
<p>Michelle and I will be talking about the process of emerging a User Experience Strategy (or getting from fluffy to something). The approach we&#8217;ll be sharing emphasises collaborative and light-weight design methods (people, pencils and post-its). Drawing on a recent case study we&#8217;ll highlight experiences and techniques evolved over a number of projects and influenced by IxD and agile development methods. <span id="more-402"></span></p>
<p>The motivation for the presentation is a desire to capture, describe and make available for discussion aspects of the re-framing and translating that takes place as part of the process of developing a project-level User Experience Strategy.  Early project information and documentation often takes an organisational or technical perspective in describing the future system. A UX strategy on the other hand takes as its start point the perspective of those who will use the system. For the purposes of this presentation we define the development of a UX strategy as the process through which project information (e.g scope, project objectives, business requirements, user research, content analysis, comparative analysis, brand information) are critically translated and interpreted into a description of the future system from the perspective of the user experience.</p>
<p>The outcome is an agreement in principle to the objectives, the opportunities, the constraints, the scope (scale) and key principles of the design. It privileges the intended user experience whilst appropriately taking into account the various interests of the project such as business, brand, content and technology.</p>
<p>In the approach we&#8217;ll be sharing, the process starts by taking existing project information and translating it into relevant user stories. User stories are valuable for a number of reasons. They are versatile and accessible to all stakeholders. They become a common form of language across the design and client team and they can be prioritised as a way of making design decisions in relation to the user experience.</p>
<p>In our process groups of user stories are used to expose themes and activities that provide an initial (loose) structure. Prioritised user stories are then formed into key scenarios and  mapped out to expose the core user pathways, which are then iteratively refined. The structure of the system is allowed to emerge through this process of mapping the user experience and priorities for content and functionality fall out along the way. This can be challenging for members of the design team otherwise used to defining such aspects upfront (or top-down). Similarly various methods are needed to promote collaboration, trust and visibility of project process to the client throughout the process.</p>
<p>In our presentation we&#8217;ll be highlighting:</p>
<ul>
<li> How user stories are generated and then themed</li>
<li> The process of prioritising user stories with clients to identify key complex scenarios</li>
<li> How we collaboratively map the priority scenarios out and expose the core user pathways</li>
<li> How these processes inform information architecture and user interface designs and</li>
<li> Our choice of rapid and collaborative tools (e.g post &#8211; its, and pencils)</li>
<li> Communicating the process to the client</li>
</ul>
<p>The work upon which this presentation draws was completed on behalf of <a href="http://www.digitaleskimo.net">Digital Eskimo</a>, a social design agency in Sydney whose <a href="http://digitaleskimo.net/approach">Considered Design </a>methodology makes embracing these methods and approaches possible. Our wonderful client was <a href="http://www.unsw.edu.au/">UNSW</a> and we worked with other great team members from <a href="http://zum.io/">Zumio</a> and <a href="http://redrollers.com.au/">Redrollers</a>. Our presentation wouldn&#8217;t be possible without their generous committment to sharing the design experience and process, a big thank you to them and to the generous participants that gave their time to this project  (still in production).</p>
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		<title>Seeding: prototyping &#8216;in the wild&#8217;</title>
		<link>http://www.smallfire.co.nz/2009/05/25/seeding-through-patchwork-prototyping-a-uxpd-version-of-agile/</link>
		<comments>http://www.smallfire.co.nz/2009/05/25/seeding-through-patchwork-prototyping-a-uxpd-version-of-agile/#comments</comments>
		<pubDate>Sun, 24 May 2009 13:58:43 +0000</pubDate>
		<dc:creator>penny</dc:creator>
				<category><![CDATA[design research]]></category>
		<category><![CDATA[design strategy]]></category>
		<category><![CDATA[participatory design]]></category>
		<category><![CDATA[presentation]]></category>
		<category><![CDATA[social design]]></category>
		<category><![CDATA[social technologies]]></category>
		<category><![CDATA[thesis]]></category>

		<guid isPermaLink="false">http://www.smallfire.co.nz/?p=202</guid>
		<description><![CDATA[Over the last few years I&#8217;ve experienced a real change in the kinds of design services that might be needed by, or offered to, clients &#8211; especially working in the not for profit and community sectors. As we all know, more and more organisations are beginning to see the potential for social technologies to engage [...]]]></description>
			<content:encoded><![CDATA[<p style="text-align: left;">Over the last few years I&#8217;ve experienced a real change in the kinds of design services that might be needed by, or offered to, clients &#8211; especially working in the not for profit and community sectors. As we all know, more and more organisations are beginning to see the potential for social technologies to engage with new audiences, or engage with their audience in new ways.  In such cases the design work can become more about re-configuration of existing technologies than creating something from scratch. Design-time is often spent on developing strategies for extending a client&#8217;s online presence through existing platforms, tools and channels. While we may be moving away from an emphasis on actual building and designing pixels in this version of design practice, our responsibility to successfully <strong>seed</strong> participation and engagement is growing.</p>
<p><a href="http://www.smallfire.co.nz/wp-content/uploads/2009/05/seedingw.png"><img class="size-full wp-image-291 alignnone" style="margin-top: 1px; margin-bottom: 1px;" title="seedingw" src="http://www.smallfire.co.nz/wp-content/uploads/2009/05/seedingw.png" alt="seed image" width="520" height="190" /></a></p>
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<p>&#8216;Seeding&#8217; refers to activities which enable or encourage the transfer of ownership from the designer to the user, and points to the moments in which which abstract design space engages with or shifts into concrete use space (for more info on these terms see references <a href="http://www.smallfire.co.nz/2009/05/19/immersion-intervention-seeding-three-aims-for-early-design-research/" target="_self">in this post</a>)</p>
<p><strong>Social technologies for prototyping</strong></p>
<p>The term &#8216;seeding&#8217; can be used to refer to <a href="http://www.smallfire.co.nz/2008/12/03/12/]" target="_self">a range of activities</a> but the approach that I am most interested in currently makes use of existing social technologies such as blogs and mobile phones as prototyping tools.  Social technologies are rapidly being adapted into the repertoire of design researchers, Mobile Diaries (<a href="http://digitaleskimo.net/approach/publications/engaging-stakeholders-mobile-diaries-for-social-design" target="_self">Digital Eskimo</a>), Digital Etho (<a href="http://www.cheskin.com/view_articles.php?id=25" target="_self">Cheskin</a>, <a href="http://www.chriskhalil.com/2009/04/21/the-new-digital-ethnographer%E2%80%99s-toolkit-capturing-participant%E2%80%99s-lifestreams/" target="_self">News Digital Media</a>) and Digital Diaries (<a href="http://designmind.frogdesign.com/articles/fall/digital-diaries.html" target="_self">Frog</a>) are all examples of  designers exploiting the mobile, digital and connected nature of these tools for early design research. However, it&#8217;s possible to move beyond the boundaries implied by &#8220;research&#8221;, and get straight into design. An example of this is the patchwork prototyping being done by Jones et al. [1]. In these projects existing technologies are configured as prototypes and deployed into the community. The tools themselves become the material through which early design exploration and research occurs, and potential uses emerge. A snip from Jones et al. in Handbook of Research on Open Source Software on Patchwork Prototyping:</p>
<p style="padding-left: 60px;">the combining of open source software applications to rapidly create a rudimentary but fully functional prototype that can be used and hence evaluated in real life situations. The use of a working prototype enables the capture of more realistic and informed requirements than traditional methods that rely on users trying to imagine how they might use the envisaged system in their work, and even more problematic, how that system in use may change how they work. [1]</p>
<p>While this particular quote perhaps doesn&#8217;t capture the openness, flexibility and participatory nature of the process, the potential is there. Other researchers also using these kinds of online tools for early, participatory co-design are <a href="http://owela.vtt.fi/owela/introduction/" target="_self">Owela</a> (at VTT in Finland see also [2-5]) and <a href="http://arki.uiah.fi/" target="_self">Arki</a> (Media Lab in Finland see also [6, 7]).</p>
<p><strong>Design &#8216;in the wild&#8217;</strong></p>
<p>There is a growing sense that some of our traditional UCD methods &#8211; that rely in large part testing during the &#8220;design phase&#8221; &#8211; prior to release &#8211; fall short in the context of social technologies that require participation and contribution by people to take their form e.g .[8].  Many development companies have been adopting a beta approach (or even perpetual beta) in part in response to this issue where the emphasis is &#8216;getting stuff out there&#8217; in order to gain feedback (discussed in [9-11]). As part of this (and other changes to traditional design practices) design practitioners, UX in particular, are  finding ways to integrate with agile development processes. While I think there are a heap of positives about this, I see prototyping &#8220;in the wild&#8221; [12] as another exciting, design driven approach where seeding becomes a central design activity.</p>
<p>This was a very quick and oversimplified overview of some pretty complex shifts in practice, and I hope to provide a fuller account of these emerging  approaches and their relationship to our concepts of design and use in a different forum, for further references that tackle the issue of co-design and PD &#8216;in the wild&#8217; see also [13-18]:[19, 20]</p>
<p><strong>Reading/References</strong></p>
<p>1.    Jones, M.C., Floyd, I.R., Twidale, M.B.: Patchwork Prototyping with Open Source Software. In: St.Amant, K., Still, B. (eds.): Handbook of Research on Open Source Software: Technological, Economic, and Social Perspectives. Information Science Reference, University of Illinois at Urbana-Champaign, USA (2007) 126-140<br />
2.    Näkki, P., Antikainen, M., Virtanen, T.: Participatory Design in an Open Web Laboratory Owela CHI08. ACM, Florence, Italy (2008)<br />
3.    Näkki, P.: Owela: Open Web Laboratory for Innovation and Design. ERCIM News Vol. 2009 (2008)<br />
4.    Owela. Vol. 2009<br />
5.    Näkki, P., Antikainen, M.: Online Tools for Co-design: User Involvement through the Innovation Process. In: Karahasanović, A., Følstad, A. (eds.): NordiCHI 2008 workshops: Requirements Elicitation &amp; HCI and Social Media Development Lund, Sweden (2008)<br />
6.    Botero, A., Kommonen, K.-H., Oilinki, I., Koskijoki, M.: Codesigning Visions, Uses, and Applications. TechnE Design Wisdom&#8221; 5th European Academy of Design Conference, Barcelona (2003)<br />
7.    Botero, A., Saad-Sulonen, J.: Co-designing for new city-citizen interaction possibilities: weaving prototypes and interventions in the design and development of Urban Mediator. PDC&#8217;09. ACM, Bloomington, USA (2008)<br />
8.    Isbister, K., Höök, K.: On being supple: in search of rigor without rigidity in meeting new design and evaluation challenges for HCI practitioners. Proceedings of the 27th international conference on Human factors in computing systems. ACM, Boston, MA, USA (2009)<br />
9.    Merholz, P.: Embrace the chaos &#8211; designers and systems with emergent behavior. Vol. 2008 (2006) &lt;http://www.peterme.com/archives/000793.html</p>
<p>http://www.peterme.com/mt/mt-tb.cgi/499&gt;</p>
<p>10.    Porter, J.: The Freedom of Fast Iterations: How Netflix Designs a Winning Web Site. Vol. 2008 (2006) &lt;http://www.uie.com/articles/fast_iterations/&gt;.<br />
11.    Holzapfel, N.: An unsuitable match: social media and User-Centred design. Johnny Holland (2008) http://johnnyholland.org/magazine/2008/11/an-unsuitable-match-social-media-and-user-centred-design/<br />
12.    Hutchins, E.: Cognition in the Wild. MIT (1995)<br />
13.    Battarbee, K., Cabrera, A.B., Mattelmäki, T., Rizzo, F.: Designed for Co-designers: Workshop Call for Participation. PDC 2008 (2008)<br />
14.    Brereton, M., Buur, J.: New challenges for design participation in the era of ubiquitous computing. CoDesign 4 (2008) 101 &#8211; 113<br />
15.    Rehead, F., Brereton, M.: Getting to the Nub of Neighbourhood Interaction. PDC&#8217;08. ACM, Bloomington, USA (2008)<br />
16.    Cabrera, A.B.: Emerging Digital Practices of Communities In: käytännot, A.A.d. (ed.):  (2006)<br />
17.    Karasti, H., Syrjänen, A.-L.: Artful Infrastructuring in Two Cases of Community PD Participatory Design Conference. ACM, Toronto, Canada (2004)<br />
18.    Dittrich, Y., EriksénII, S., HanssonI, C.: PD in the Wild; Evolving Practices of Design in Use Participatory Design. CPSR, Malmö, Sweden, (2002)<br />
19.    Merkel, C.B., Xiao, L., Farooq, U., Ganoe, C.H., Lee, R., Carroll, J.M., Rosson, M.B.: Participatory Design in Community Computing Contexts: Tales from the Field<br />
. Participatory Design Conference. ACM, Toronto, Canada (2004)<br />
20.    Merkel, C., Farooq, U., Xiao, L., Ganoe, C., Rosson, M.B., Carroll, J.M.: Managing technology use and learning in nonprofit community organizations: methodological challenges and opportunities. Proceedings of the 2007 symposium on Computer human interaction for the management of information technology. ACM, Cambridge, Massachusetts (2007)</p>
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