Participatory design
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Transcript of Participatory design
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Participatory design
Denis Gillet & Adrian Holzer & Dave KirkThe copyright of images belong to their authors. I will remove them on demand. Contact me at [email protected]
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actively involve users as members of the design team from the start of the design process
Participatory design
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Contrasts with experimental approaches where users are treated as passive subjects
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Why include users in the design team ?
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Because they are the experts in the
‘work’ activities the system is
being designed to support
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They can teach
us a great deal about what the system should do
mutual learning process
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What are the participatory design principles ?
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=Users, designers & developers are equal partners
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Continuous communication among stakeholders accelerates design
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Stakeholders gain a shared understanding of design goals, opportunities, and constraints
Users and other stakeholders contribute their unique expertise
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User actively participates in the design of the system
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Prospotentially more accurate information about the tasks
more opportunity for users to influence the design decisions
buy-in from sense of participation
potential greater acceptance of final system
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Consmore costly
lengthier development period
antagonism from those whose suggestion are not incorporated
force designers to compromise
exacerbate conflicts between designers and users
highlight organizational politics
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Supporting Methods
Collaborative prototyping Scenarios Use cases
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Collaborative prototyping
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Two key requirements
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Understanding the current organization of work (ethnography helps out)
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Envisioning the future (users help out)
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Develop quick and dirty prototypes ‘Low tech’ or ‘low fidelity’ prototypes
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Iterative cooperative development of prototypes
Minimum Viable Products
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Supporting Methods
Collaborative prototyping Scenarios Use cases
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Scenariosdescriptions of
the various episodes that
constitute ‘use’ from the users’
point of view
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May be ‘current’ (and draw on ethnography) or ‘future’ (and be developed with users)
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Scenarios specify...
User goals
The role of artifacts, tools & other
resources
Usage context Activities involved
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Supporting Methods
Collaborative prototyping Scenarios Use cases
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Use cases
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Descriptions of the system’s responses to specific use scenarios and sequences of interaction
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Participatory design & social media
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Stakeholders
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Online communities Users, Groups and Facilitators Share common interests and services
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Online services Designers, Developers and Providers
Provide services and added values Targeted business models and
customers
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Social Media Platforms Designers, Developers and Providers Aggregate users and services Market ads and social data
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Example of designing collaborative services for an
online community
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Build a team
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or members of the online community
representative of the users
Facilitator
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Collaborative service developer
knowing what can be done
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knowing what has a value for the provider
Collaborative service manager
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Designer
knowing if the interaction will
be efficient
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helping in eliciting the objectives and knowing if the collaboration will be effective
Psycho-sociologist
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A mediator should be nominated
Designer DeveloperPsycho-sociologist FacilitatorManager
Participatory design team
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(independent or integrated)
Design in use
Design for use
Participatory design stages
1
2
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initial design of services & their scenarios of uses.
Design for use
It generates prototypes of new artifacts as well as scenarios of uses to be trialled during a “design in use” phase
1
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(independent or integrated)
Design in use2
Design for use1
Participatory design stages
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Trialling the prototypes in use cases
Validate and refine scenarios & services
Design in use2
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Participatory design approach
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Iterative negotiation process between heterogeneous actors
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Participatory design principles
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Negotiation & consensual decision making
Negotiation and consensual
decision making
Sharing cultural
backgrounds,
ideas and needs
Ongoing reflection on process with the designers
Mutual necessity to work together
Construction of a shared language and vocabulary
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In social media
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One scenario / feature is designed at a time
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Fast update pace (new feature)
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Design iterations are done online
First on test servers then on exploitation servers
First test users and then real users
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Implicit (use or not use) / explicit implication of users
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Implicit / explicit direct (customer relationship) or indirect (social media) conversation between users and providers
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Teachers
Pedagogy
HCI
Computer Science
Community
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Inquiry Learning
Investigation
Conceptualisation
Conclusion
Discussion
Orientation
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Mockup task force
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Evaluations
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Prototype design
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Pedagogical content creation
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Evaluations
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… an so on
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