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DESIGN	
  CAMP	
  
                                                 	
  
                      Jonas	
  Landgren	
  (PhD)	
  
                        Crisis	
  Response	
  Lab	
  
               Department	
  of	
  Applied	
  IT	
  
       Chalmers	
  University	
  of	
  Technology	
  
 

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.	
  
BACKGROUND	
  
	
  
	
  
	
  
	
  	
  
	
  
	
  
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…	
  
 
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??	
  
 
	
  


WE	
  ARE	
  DESIGNERS	
  
	
  
WE	
  ARE	
  DEALING	
  WITH	
  REAL	
  WORLD	
  DESIGN	
  PROBLEMS	
  
	
  
New	
  challenges	
  
IN	
  THE	
  LAB	
  	
   	
   	
   	
     	
  >>	
   	
     	
  IN	
  THE	
  WILD	
  
	
  
USERS	
   	
   	
   	
   	
   	
          	
  >>	
   	
     	
  PEOPLE	
  
	
  
DEMONSTRATORS	
   	
   	
                 	
  >>	
   	
     	
  WORKING	
  APPS	
  
	
  
THEORETICAL	
  CONTRIBS	
                 	
  >>	
   	
     	
  THEORY	
  IN	
  PRACTICE	
  
	
  
A	
  SINGLE	
  RESEARCHER	
   	
          	
  >>	
   	
     	
  INTERDISCIPLINARY	
  TEAMS	
  	
  
•    AcAon	
  research	
  
•    CollaboraAve	
  research	
  
•    Technology-­‐centric	
  design	
  
•    Ethnography	
  &	
  workplace	
  studies	
  
•    End-­‐user	
  involvement	
  
•    ParAcipatory	
  design	
  
Examples	
  of	
  Humanitarian	
  Work	
  
  by	
  Doctors	
  Without	
  Borders	
  
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).	
  
People	
  displaced	
  by	
  violence	
  fill	
  jerrycans	
  from	
  a	
  group	
     ©	
  Albert	
  Viñas/MSF	
  
water	
  supply	
  in	
  Salamat,	
  Chad	
  (2007).	
  
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	
  
Design	
  Camp	
  
HCD	
      Field	
  expediAon	
     Idea	
  Playground	
  
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.	
  
 

•  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.	
  
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	
  




 Tim	
  Brown	
         Tom	
  Kelley	
  
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.!
•  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.	
  	
  
Three	
  Lenses	
  
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	
  
H	
  -­‐	
  C	
  -­‐	
  D	
  
HEAR	
  
       	
  
	
  
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	
  
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)	
  
	
  
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	
  
Advice	
  when	
  idenKfying	
  your	
  challenges	
  	
  

•  Look	
  for	
  clichés	
  /	
  stereotypes	
  

•  	
  Invert,	
  Deny,	
  Scale,	
  

•  Formulate	
  hypothesis:	
  
    –  What	
  if	
  ….	
  
CREATE	
  
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.	
  
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.	
  
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	
  
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	
  
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.	
  
DELIVER	
  
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.	
  
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….	
  
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	
  
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	
  >>	
  
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	
  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	
  
 
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…..”	
  	
  
	
  
•  Prepare	
  a	
  few	
  quesAons	
  

•  Adjust	
  your	
  quesAons	
  if	
  necessary	
  
	
  
	
  
•  Formulate	
  a	
  set	
  of	
  SIMPLE	
  interview	
  quesAons	
  
•  Try	
  to	
  get	
  peoples	
  stories	
  and	
  thinking	
  

”Describe……”	
  
”Based	
  on	
  your	
  experience,…….”	
  
	
  
 
Equip	
  the	
  group	
  with	
  a:	
  
-­‐  Camera	
  
-­‐  Note	
  books	
  
-­‐  ….confidence	
  
	
  
	
  
IDEA	
  
PLAYGROUND	
  
      	
  
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	
  
H	
  -­‐	
  C	
  -­‐	
  D	
  
Combine	
  things	
  in	
  new	
  ways	
  
People	
  in	
  local	
  communiAes	
  




2me	
  




          Professional	
  response	
  organizaAons	
  
hlp://www.businessmodelgeneraAon.com/	
  

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Design camp slides_landgren

  • 1. DESIGN  CAMP     Jonas  Landgren  (PhD)   Crisis  Response  Lab   Department  of  Applied  IT   Chalmers  University  of  Technology  
  • 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. BACKGROUND                
  • 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.   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.     WE  ARE  DESIGNERS     WE  ARE  DEALING  WITH  REAL  WORLD  DESIGN  PROBLEMS    
  • 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. •  AcAon  research   •  CollaboraAve  research   •  Technology-­‐centric  design   •  Ethnography  &  workplace  studies   •  End-­‐user  involvement   •  ParAcipatory  design  
  • 9. Examples  of  Humanitarian  Work   by  Doctors  Without  Borders  
  • 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. People  displaced  by  violence  fill  jerrycans  from  a  group   ©  Albert  Viñas/MSF   water  supply  in  Salamat,  Chad  (2007).  
  • 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. Design  Camp   HCD   Field  expediAon   Idea  Playground  
  • 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.   •  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. Combine  things  in  new  ways  
  • 17. People  in  local  communiAes   2me   Professional  response  organizaAons  
  • 18. HAVE  YOU  DONE    YOUR  HOME  WORK?   hlps://sites.google.com/site/24hcrdc/  
  • 20. HCD-­‐Toolkit     www.ideo.com      Open-­‐Source     Bill  Moggridge   Chip  Heath   Tim  Brown   Tom  Kelley  
  • 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. •  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.    
  • 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. H  -­‐  C  -­‐  D  
  • 26. HEAR      
  • 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. 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. 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. Advice  when  idenKfying  your  challenges     •  Look  for  clichés  /  stereotypes   •   Invert,  Deny,  Scale,   •  Formulate  hypothesis:   –  What  if  ….  
  • 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. 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. 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. 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. 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.  
  • 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. 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. 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. 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.
  • 43. Combine  things  in  new  ways  
  • 44. People  in  local  communiAes   2me   Professional  response  organizaAons  
  • 45. Design  Camp   IntroducAon   Field  expediAon   Idea  Playground  
  • 46. 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  
  • 47.   FORM  DESIGN  TEAMS     FIELD  EXPEDITION     IDEA  PLAYGROUND    
  • 48. Your  iniKal  ideas   Insights  from  fieldwork  
  • 49. •  Approach  people  in  a  gentle  way   ”we  are  working  on  a  project  about  sucide  bombers…..”       •  Prepare  a  few  quesAons   •  Adjust  your  quesAons  if  necessary      
  • 50. •  Formulate  a  set  of  SIMPLE  interview  quesAons   •  Try  to  get  peoples  stories  and  thinking   ”Describe……”   ”Based  on  your  experience,…….”    
  • 51.   Equip  the  group  with  a:   -­‐  Camera   -­‐  Note  books   -­‐  ….confidence      
  • 53.
  • 54. 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  
  • 55. H  -­‐  C  -­‐  D  
  • 56. Combine  things  in  new  ways  
  • 57. People  in  local  communiAes   2me   Professional  response  organizaAons