Diese Präsentation wurde erfolgreich gemeldet.
Wir verwenden Ihre LinkedIn Profilangaben und Informationen zu Ihren Aktivitäten, um Anzeigen zu personalisieren und Ihnen relevantere Inhalte anzuzeigen. Sie können Ihre Anzeigeneinstellungen jederzeit ändern.
DESIGN	  CAMP	                                                   	                        Jonas	  Landgren	  (PhD)	       ...
 IdenAfy	  and	  materialize	  design	  concepts	  with	  capability	  to	  meet	  the	  needs	  and	  desires	  of	  	  t...
BACKGROUND	  	  	  	  	  	  	  	  
1.  No	  it	  will	  not	  work,	  listen	  I	  have	  been	      working	  with	  this	  for	  20	  years….	  2.  In	  19...
 1.    Every	  disaster	  response	  is	  unique???	  2.    People	  affected	  by	  a	  disaster	  are	  vicAms??	  3.    ...
 	  WE	  ARE	  DESIGNERS	  	  WE	  ARE	  DEALING	  WITH	  REAL	  WORLD	  DESIGN	  PROBLEMS	  	  
New	  challenges	  IN	  THE	  LAB	  	   	   	   	     	  >>	   	     	  IN	  THE	  WILD	  	  USERS	   	   	   	   	   	   ...
•    AcAon	  research	  •    CollaboraAve	  research	  •    Technology-­‐centric	  design	  •    Ethnography	  &	  workpla...
Examples	  of	  Humanitarian	  Work	    by	  Doctors	  Without	  Borders	  
In	  Afgooye,	  a	  former	  university	  campus	  west	  of	  the	     ©	  MSF	  Somali	  capital,	  Mogadishu,	  an	  es...
People	  displaced	  by	  violence	  fill	  jerrycans	  from	  a	  group	     ©	  Albert	  Viñas/MSF	  water	  supply	  in	...
Ethnic	  Hmong	  refugees	  from	  Laos	  are	  currently	  confined	  to	  a	  camp	  controlled	  by	  the	  Thai	  milit...
Design	  Camp	  HCD	      Field	  expediAon	     Idea	  Playground	  
ObjecKves	  Explore	  the	  world	  with	  a	  DESIGN	  PERSPECTIVE.	  A.  exposed	  to	  field	  work	  B.  exposed	  to	 ...
 •  The	  goal	  is	  to	  idenAfy	  and	  materialize	  design	     concepts	  with	  capability	  to	  meet	  the	  need...
Combine	  things	  in	  new	  ways	  
People	  in	  local	  communiAes	  2me	            Professional	  response	  organizaAons	  
HAVE	  YOU	  DONE	      	  YOUR	  HOME	  WORK?	  hlps://sites.google.com/site/24hcrdc/	  
HUMAN	  CENTRED	  DESIGN	  
HCD-­‐Toolkit	              	     www.ideo.com	              	     	  Open-­‐Source	  	  Bill	  Moggridge	   Chip	  Heath	...
Disclaimer!                      !              THE HCD-toolkit is !          NOT perfect nor complete.!	         !But, it...
•  Human-­‐Centered	  Design	  (HCD)	  is	  a	  process	  and	  a	     set	  of	  techniques	  used	  to	  create	  new	  ...
Three	  Lenses	  
HEAR	  :	  CREATE	  :	  DELIVER	  •  HEAR:	  During	  the	  Hear	  phase,	  your	  Design	  Team	  will	  collect	  storie...
H	  -­‐	  C	  -­‐	  D	  
HEAR	         	  	  
HEAR	  THEORY	  •  inspire	  imaginaAon	  and	  inform	  intuiAon	  about	  new	     opportuniAes	  and	  ideas.	  •  Qual...
Hear	  Steps	  1.  IdenAfy	  a	  Design	  Challenge	  2.  IdenAfy	  People	  to	  Speak	  With	  3.  Choose	  Research	  M...
IdenKfy	  a	  Design	  Challenge	  A	  good	  Design	  Challenge	  should	  be:	  »	  Framed	  in	  human	  terms	  (rathe...
Advice	  when	  idenKfying	  your	  challenges	  	  •  Look	  for	  clichés	  /	  stereotypes	  •  	  Invert,	  Deny,	  Sc...
CREATE	  
CREATE	  •  To	  move	  from	  research	  to	  real-­‐world	  soluKons,	     you	  will	  go	  through	  a	  process	  of	...
CREATE	  THEORY	  •  Synthesis	  takes	  us	  from	  inspiraKon	  to	  ideas,	     from	  stories	  to	  soluKons.	  •  Br...
Create	  Steps	  	  1.  Share	  Stories	  2.  IdenAfy	  Palerns	  (Extract	  Key	  Insights,	  Find	       Themes,	  Creat...
MAKE	  IDEAS	  TANGIBLE	  •  Prototyping	  is	  about	  buiding	  to	  think	  -­‐	  whatever	  it	  takes	  to	     commu...
GATHER	  FEEDBACK	  A	  great	  way	  to	  get	  honest	  feedback	  is	  to	  take	       several	  concepts	  or	  versi...
DELIVER	  
Deliver	  	  Once	  the	  design	  team	  has	  created	  many	  desirable	      soluAons,	  it	  is	  Ame	  to	  consider...
DELIVER	  THEORY	  •  Delivering	  soluKons	  starts	  with	  creaKng	  low-­‐investment,	  low-­‐cost	       ways	  of	  ...
Deliver	  Steps	  	  1.  Generate	  several	  business	  models	  for	  your	       soluAons.	  2.  IdenAfy	  CapabiliAes	...
PLAN	  MINI-­‐PILOTS	  &	  ITERATION	  For	  each	  soluAon	  in	  your	  pipeline,	  it	  is	  important	  to	  idenAfy	 ...
Combine	  things	  in	  new	  ways	  
People	  in	  local	  communiAes	  2me	            Professional	  response	  organizaAons	  
Design	  Camp	  IntroducAon	     Field	  expediAon	     Idea	  Playground	  
Design	  Camp:	  Tilburg	  2011	  idenAfy	  and	  materialize	  design	  concepts	  with	  capability	  to	  meet	  the	  ...
 FORM	  DESIGN	  TEAMS	               	    FIELD	  EXPEDITION	               	   IDEA	  PLAYGROUND	               	  
Your	  iniKal	  ideas	     Insights	  from	  fieldwork	  
•  Approach	  people	  in	  a	  gentle	  way	  ”we	  are	  working	  on	  a	  project	  about	  sucide	  bombers…..”	  	  ...
•  Formulate	  a	  set	  of	  SIMPLE	  interview	  quesAons	  •  Try	  to	  get	  peoples	  stories	  and	  thinking	  ”De...
 Equip	  the	  group	  with	  a:	  -­‐  Camera	  -­‐  Note	  books	  -­‐  ….confidence	  	  	  
IDEA	  PLAYGROUND	        	  
GRAND	  FINALE	  A	  nice	  	  informaAon	  package	  presenAng	  your	  work	  -­‐  Your	  case	  -­‐  Your	  assumpAons	...
H	  -­‐	  C	  -­‐	  D	  
Combine	  things	  in	  new	  ways	  
People	  in	  local	  communiAes	  2me	            Professional	  response	  organizaAons	  
hlp://www.businessmodelgeneraAon.com/	  
Design camp slides_landgren
Design camp slides_landgren
Nächste SlideShare
Wird geladen in …5
×

Design camp slides_landgren

  • Als Erste(r) kommentieren

Design camp slides_landgren

  1. 1. DESIGN  CAMP     Jonas  Landgren  (PhD)   Crisis  Response  Lab   Department  of  Applied  IT   Chalmers  University  of  Technology  
  2. 2.  IdenAfy  and  materialize  design  concepts  with  capability  to  meet  the  needs  and  desires  of    the  people  in  local  communi2es  in  2mes  of  humanitarian  response  opera2ons.  
  3. 3. BACKGROUND                
  4. 4. 1.  No  it  will  not  work,  listen  I  have  been   working  with  this  for  20  years….  2.  In  1995…we  tried  it  but  it  failed….  3.  We  know  what  they  need….  4.  When  I  send  my  guys  into  a  situaAon  they   must  have  the  best  tools…..  5.  When  we  help  people…  
  5. 5.  1.  Every  disaster  response  is  unique???  2.  People  affected  by  a  disaster  are  vicAms??  3.  People  affected  by  a  disaster  need  help??  4.  Rapid  Response  teams  rescue  people??  5.  Efficient  InformaAon  sharing  is  important??  6.  Mobile  phone  systems  are  unreliable??  
  6. 6.    WE  ARE  DESIGNERS    WE  ARE  DEALING  WITH  REAL  WORLD  DESIGN  PROBLEMS    
  7. 7. New  challenges  IN  THE  LAB            >>      IN  THE  WILD    USERS              >>      PEOPLE    DEMONSTRATORS        >>      WORKING  APPS    THEORETICAL  CONTRIBS    >>      THEORY  IN  PRACTICE    A  SINGLE  RESEARCHER      >>      INTERDISCIPLINARY  TEAMS    
  8. 8. •  AcAon  research  •  CollaboraAve  research  •  Technology-­‐centric  design  •  Ethnography  &  workplace  studies  •  End-­‐user  involvement  •  ParAcipatory  design  
  9. 9. Examples  of  Humanitarian  Work   by  Doctors  Without  Borders  
  10. 10. In  Afgooye,  a  former  university  campus  west  of  the   ©  MSF  Somali  capital,  Mogadishu,  an  esAmated  50,000  people  have  been  seeking  refuge  among  the  local  populaAon.    Here,  displaced  people  gather  for  the  distribuAon  of  safe  drinking  water  (2007).  
  11. 11. People  displaced  by  violence  fill  jerrycans  from  a  group   ©  Albert  Viñas/MSF  water  supply  in  Salamat,  Chad  (2007).  
  12. 12. Ethnic  Hmong  refugees  from  Laos  are  currently  confined  to  a  camp  controlled  by  the  Thai  military  in  Thailand’s  northern  Petchabun  province.    Once  a  day,  Hmong  refugee  children  are  allowed  to  leave  the  camp  to  alend  school  (2008).   ©  Daniela  Abadi/MSF  
  13. 13. Design  Camp  HCD   Field  expediAon   Idea  Playground  
  14. 14. ObjecKves  Explore  the  world  with  a  DESIGN  PERSPECTIVE.  A.  exposed  to  field  work  B.  exposed  to  design  work  C.  learn  from  insane  team  work  o  Learn  to  make  use  of  the  opportuniAes  that   exisist  even  in  condensed  Ame  frames  and   with  a  non-­‐visible  budget.  
  15. 15.  •  The  goal  is  to  idenAfy  and  materialize  design   concepts  with  capability  to  meet  the  needs   and  desires  of    the  people  in  local  communi2es   in  2mes  of  humanitarian  response  opera2ons.  
  16. 16. Combine  things  in  new  ways  
  17. 17. People  in  local  communiAes  2me   Professional  response  organizaAons  
  18. 18. HAVE  YOU  DONE    YOUR  HOME  WORK?  hlps://sites.google.com/site/24hcrdc/  
  19. 19. HUMAN  CENTRED  DESIGN  
  20. 20. HCD-­‐Toolkit     www.ideo.com      Open-­‐Source    Bill  Moggridge   Chip  Heath   Tim  Brown   Tom  Kelley  
  21. 21. Disclaimer! ! THE HCD-toolkit is ! NOT perfect nor complete.!   !But, it provides INSPIRATION to learn more about using a design perspective in your practice and research.!
  22. 22. •  Human-­‐Centered  Design  (HCD)  is  a  process  and  a   set  of  techniques  used  to  create  new  soluAons   for  the  world.    •  The  reason  this  process  is  called  “human-­‐ centered”  is  because  it  starts  with  the  people  we   are  designing  for.      Solu2ons  in  terms  of  products,  services,  environments,   organiza2ons,  and  modes  of  interac2on.    
  23. 23. Three  Lenses  
  24. 24. HEAR  :  CREATE  :  DELIVER  •  HEAR:  During  the  Hear  phase,  your  Design  Team  will  collect  stories  and   inspiraKon  from  people.  You  will  prepare  for  and  conduct  field  research.  •  CREATE:In  the  Create  phase,  your  Design  Team  will  work  together  in  a   workshop  format  to  translate  what  you  heard  from  people  into  frameworks,   opportuniAes,  soluAons,  and  prototypes.  During  this  phase  you  will  move   together  from  concrete  to  more  abstract  thinking  in  idenAfying  themes  and   opportuniAes  and  back  to  the  concrete  with  soluAons  and  prototypes.  •  DELIVER:  The  Deliver  phase  will  begin  to  realize  your  soluKons  through   rapid  revenue  and  cost  modeling,  capability  assessment,  and   implementaAon  planning.  This  will  help  you  launch  new  soluAons  into  the   world.  •  Senarious:  (Day),  Week-­‐long,  Several  months,  acAvate  exisAng  insights  
  25. 25. H  -­‐  C  -­‐  D  
  26. 26. HEAR      
  27. 27. HEAR  THEORY  •  inspire  imaginaAon  and  inform  intuiAon  about  new   opportuniAes  and  ideas.  •  QualitaAve  methods  can  help  unveil  people’s  social,   poliAcal,  economic,  and  cultural  opportuniAes  and   barriers  in  their  own  words.  •  Deep  understanding,  not  broad  coverage  
  28. 28. Hear  Steps  1.  IdenAfy  a  Design  Challenge  2.  IdenAfy  People  to  Speak  With  3.  Choose  Research  Methods  (Individual  and   Group  Interviews,  In-­‐Context  Immersion)  4.  Develop  an  Interview  Approach  (Guide,   Scenario-­‐based  quesAons,  Techniques)  5.  Develop  Your  Mindset  (Beginners,  Observe  v.   Interpret)    
  29. 29. IdenKfy  a  Design  Challenge  A  good  Design  Challenge  should  be:  »  Framed  in  human  terms  (rather  than   technology,  product,  or  service  funcAonality)  »  Broad  enough  to  allow  you  to  discover  the   areas  of  unexpected  value  »  Narrow  enough  to  make  the  topic  manageable  
  30. 30. Advice  when  idenKfying  your  challenges    •  Look  for  clichés  /  stereotypes  •   Invert,  Deny,  Scale,  •  Formulate  hypothesis:   –  What  if  ….  
  31. 31. CREATE  
  32. 32. CREATE  •  To  move  from  research  to  real-­‐world  soluKons,   you  will  go  through  a  process  of  synthesis  and   translaAon.    •  This  is  the  most  abstract  point  of  the  process   where  concrete  needs  of  individuals  are   transformed  into  high-­‐level  insights  about  the   larger  populaAon  and  system  frameworks  are   created.  •  During  this  phase,  soluAons  are  created  with  only   the  Desirability  filter  in  mind.  
  33. 33. CREATE  THEORY  •  Synthesis  takes  us  from  inspiraKon  to  ideas,   from  stories  to  soluKons.  •  Brainstorming  makes  us  think  expansively  and   without  constraints.  •  Prototyping  is  about  building  to  think.  
  34. 34. Create  Steps    1.  Share  Stories  2.  IdenAfy  Palerns  (Extract  Key  Insights,  Find   Themes,  Create  Frameworks)  3.  Create  Opportunity  Areas  4.  Brainstorm  New  SoluAons  5.  Make  Ideas  Tangible  6.  Gather  Feedback  
  35. 35. MAKE  IDEAS  TANGIBLE  •  Prototyping  is  about  buiding  to  think  -­‐  whatever  it  takes  to   communicate  the  idea.  Prototyping  allows  you  to  quickly  and   cheaply  make  ideas  tangible  so  they  can  be  tested  and  evaluated  by   others  -­‐  before  you’ve  had  Ame  to  fall  in  love  with  them.  BUILD  TO  THINK  :      ROUGH,  RAPID,  RIGHT:  ANSWERING  QUESTIONS  
  36. 36. GATHER  FEEDBACK  A  great  way  to  get  honest  feedback  is  to  take   several  concepts  or  versions  out  to  meet   people.    When  there  is  only  one  concept  available,   people  may  be  reluctant  to  criAcize.    However,  when  allowed  to  compare  and   contrast,  people  tend  to  speak  more  honestly.  
  37. 37. DELIVER  
  38. 38. Deliver    Once  the  design  team  has  created  many  desirable   soluAons,  it  is  Ame  to  consider  how  to  make  these   feasible  and  viable.  The  Deliver  phase  will  catapult   the  top  ideas  toward  implementaAon.  
  39. 39. DELIVER  THEORY  •  Delivering  soluKons  starts  with  creaKng  low-­‐investment,  low-­‐cost   ways  of  trying  out  your  ideas  in  a  real-­‐world  context.    •  ImplementaKon  is  an  iteraKve  process  that  will  likely  require   many  prototypes,  mini-­‐pilots  and  pilots  to  perfect  the  soluKon   and  support  system.    •  This  process  invites  you  to  work  in  the  belief  that   new  things  are  possible….  
  40. 40. Deliver  Steps    1.  Generate  several  business  models  for  your   soluAons.  2.  IdenAfy  CapabiliAes  Required  for  Delivering   SoluAons  (DistribuAon,  Requirements  v.   CapabiliAes,  PotenAal  Partners)  3.  Plan  a  Pipeline  of  SoluAons  
  41. 41. PLAN  MINI-­‐PILOTS  &  ITERATION  For  each  soluAon  in  your  pipeline,  it  is  important  to  idenAfy   simple,  low-­‐investment  next  steps  to  keep  the  ideas  alive.   One  way  to  keep  iteraAng  and  learning  is  to  plan  mini-­‐pilots   before  large-­‐scale  pilots  or  full-­‐scale  implementaAon.    For  each  mini-­‐pilot,  ask  three  quesKons:  »  What  resources  will  I  need  to  test  out  this  idea?  »  What  key  quesAons  does  this  mini-­‐pilot  need  to  answer?  »  How  will  we  measure  the  success  of  this  mini-­‐pilot?    >>  MINI-­‐PILOT  PLANNING  WORKSHEET  >>  
  42. 42. Combine  things  in  new  ways  
  43. 43. People  in  local  communiAes  2me   Professional  response  organizaAons  
  44. 44. Design  Camp  IntroducAon   Field  expediAon   Idea  Playground  
  45. 45. Design  Camp:  Tilburg  2011  idenAfy  and  materialize  design  concepts  with  capability  to  meet  the  needs  and  desires  of    the  people  in  local  communi2es  in  2mes  of  humanitarian  response  opera2ons:    Dimensions:  •  Limited  viable  func2onality    •  Organiza2onal  and  organizing  aspects    •  Business  models  •  Deployment  approaches  
  46. 46.  FORM  DESIGN  TEAMS     FIELD  EXPEDITION     IDEA  PLAYGROUND    
  47. 47. Your  iniKal  ideas   Insights  from  fieldwork  
  48. 48. •  Approach  people  in  a  gentle  way  ”we  are  working  on  a  project  about  sucide  bombers…..”      •  Prepare  a  few  quesAons  •  Adjust  your  quesAons  if  necessary      
  49. 49. •  Formulate  a  set  of  SIMPLE  interview  quesAons  •  Try  to  get  peoples  stories  and  thinking  ”Describe……”  ”Based  on  your  experience,…….”    
  50. 50.  Equip  the  group  with  a:  -­‐  Camera  -­‐  Note  books  -­‐  ….confidence      
  51. 51. IDEA  PLAYGROUND    
  52. 52. GRAND  FINALE  A  nice    informaAon  package  presenAng  your  work  -­‐  Your  case  -­‐  Your  assumpAons  -­‐  Your  collected  stories  -­‐  Your  suggested  soluAon  -­‐  Photos  of  mockups  and  more  15  min  unusual  presentaAon  by  the  enAre  team  
  53. 53. H  -­‐  C  -­‐  D  
  54. 54. Combine  things  in  new  ways  
  55. 55. People  in  local  communiAes  2me   Professional  response  organizaAons  
  56. 56. hlp://www.businessmodelgeneraAon.com/  

×