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User-centered design Usability Participatory design User-centered and user driven co-design co-creation
Participatory design 60ies, general ideal of participation Better design Productrealized in usage
To human beings things are meaningful Meanings are not properties of objects or things Meanings are cultural and shared
Who is the user? Users are people
Practices Give continuity and meaning Create relations Are habitual and repeated
Practices Mean everyday problem-solving
Practices Are the mediating concept between research and design Are the link between theory and practice
Co-design approach 1. Clear focus, flexible realization 2. Grounding to a concrete social context 3. Iterative and  interactive process 4. Implementation and adaptation – appropriation
Aktiiviset Seniorit ry Founded in 2000: ”Loppukiri” Sc ”Creative Community”: an alternative mode of living for the elderly,  support for everyday
1. Clear focus: webpages Loppukiri construction and planning project Construction of the community Digitalizing everyday life, study of tools
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
3. Iterative and interactive co-design process Example  ”Voice Notes” Workshop ”Remembering and reminding” ”Voice Notes” trial Vaakku, an audio-interface
3. Iterative and interactive co-design process Example :Miina Workshop ”Safety” Concept ”Footprints in snow”  Community calendar
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
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!
Methods Target group: Choice and identification recruitment motivation 2. Background material: Books, research, benchmarking etc Interviewing key persons”
Methods Probetl. luotaimet Scenarios Drama
Methods workshops mock-ups trials
Identifying design ideas Meanings “Laws of robotics” Creative leaps

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User-centered and user-driven design

  • 1. User-centered design Usability Participatory design User-centered and user driven co-design co-creation
  • 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 and interactive 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: webpages 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 Example ”Voice 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 recruitment motivation 2. Background material: Books, research, benchmarking etc Interviewing key persons”
  • 17. Methods Probetl. luotaimet Scenarios Drama
  • 19. Identifying design ideas Meanings “Laws of robotics” Creative leaps