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Collaborative design
Breakfast Meetings 2012
What is it?

•   It is a methodology that includes involving
    stakeholders, designers and users on an
    equal footing in the design process in order
    to help ensure the product designed meets
    their needs and is usable.



•   An idea for a new service or solution is
    presented and the stakeholders are asked
    to participate during several stages of an
    innovation process: the initial exploration
    and problem definition both to help define
    the problem and to focus ideas for
    solution, and during development, they
    help evaluate proposed solutions.
What is it?
              • It follows iterative
                design, evolving each design after
                being tested with users and asked
                for feedback.

              • This is the Scandinavian tradition
                of design of IT artefacts and it has
                been evolving since 1970.

              • Collaborative design is about
                working together to achieve a
                shared goal.
Differences with the co-operative process


• The iterative process involves two
  or more people (or organisations)
  working in unison.

• The collaborative design process
  goes beyond the meeting of
  common goals by creating a
  collective determination to
  achieve an identical objective.
When in the project lifecycle?
                       • At the idealisation phase:
                           Before the budget is
                            approved, having a clear goal and a
                            shared understanding of it could
                            help a better estimation of costs
                            and timescales.
                           It provides as well with a visual
                            product for getting budget approval.

                       • Why?
                           It brings innovation to the
                            company, it does not need to be
                            bound by limitations, resources
                            shortages or specific technology.
                           Only the best customer experience
                            and services are in mind.
When in the project lifecycle?
• At the design phase:
    It allows a better understanding
     and explanation of the
     business, technical and user
     requirements.

• Why?
    Including all stakeholders
     before the actual development
     has started.
    Have a visual representation of
     the final product much earlier
     on the process.
    Possibility of parallel
     development, agile approach
     and even extra planning for
     issues.
    Plus a good start for a test plan
     creation.
Benefits
           • Working together for the same goal.
           • Clear understanding of the objective and main deliverables.
           • Clear understanding of the user, business and technical
             requirements for all stakeholders.
           • Better and more accurate estimations of costs & timescales.
           • Improved communications across different channels and
             stakeholders.
           • Consistent user experience and brand design with other
             projects and services.
           • Possibility of re-using resources for future projects.
Which resources?

•   One representative per stakeholder team at
    least:
        UX expert
        IT
        Marketing & Brand
        Finance
        Project Management
        Legal
        Etc.

•   Willingness to accept the challenge and being
    open-minded for receiving feedback and new
    ideas.

•   A couple of days at the start of the project for
    a workshop and a couple of hours a week for
    maintaining contact with the iterations.
Which resources?

• For designing new products or services or re-
  designing current ones, we just need some
  very basic materials at the workshop:
     Paper templates and post-its.
     Pens, colours, etc.
     A computer with a projector for sharing early
      designs.
     Brand guidelines.


• And then, when providing the deliverables:
     Axure or prototyping software for wireframes
      and prototypes.
     PDF, Office or document sharing software.
Deliverables
               • Business, technical and user
                 requirements definition documents.

               • Customer journeys.

               • Low and High-fidelity design for the
                 final product/service.

               • Timescales & Cost estimations.

               • Milestones definition.
What type of projects?




• New products or services:
     New channels (retail, web, etc)
     Ideas exploration.
• Improving user experience for current products/services.
• Re-design of screens for current products or services.
EXAMPLES OF
COLLABORATIVE DESIGN
Paper prototyping

• “The sketchboard is a low-fi
  technique that makes it
  possible for designers to
  explore and evaluate a range
  of interaction concepts while
  involving both business and
  technology partners. Unlike
  the process that results from
  wireframe-based design, the
  sketchboard quickly performs
  iterations on many possible
  solutions and then singles out
  the best user experience to
  document and build upon.” -
  Brandon Schauer, Adaptive
  Path
Paper prototyping - advantages
• The ability to convey a solution visually.

• The ability to presuppose new solutions.

• The ability to fuse together a solution from competing constraints.
Paper prototyping video
Customer journey mapping

• It is a form of consultation to
  improve a service through
  finding out how people use
  the service and how they
  interact with the service
  provider.

• It provides a map of the
  interactions and emotions
  that take place, and can help
  an organisation provide its
  customers with the
  experience it wants them to
  have.
Customer journeys - advantages
• Definition of how prospective and current
  customers use a service and when they interact
  with staff and the system.
• Clear understanding of how customers perceive
  the organisation at each interaction and how
  they would really like the customer experience
  to be.
• Perspective on how departments and functions
  need to work together.
• Identification of any potential barriers and
  obstacles that customers encounter.
• Possibility of designing an optimal experience
  that meets the expectations of major customer
  groups and achieves competitive advantages.
Customer journey mapping
Idea/concept development

                  • Concept development is a design process
                    driven by a set of business
                    requirements, user needs and technical
                    specifications, which are then converted
                    into a set of conceptual designs.

                  • These designs represent an approximate
                    description of form, working
                    principles, and product or service features.

                  • Uses collaborative techniques like
                    brainstorming, collateral
                    thinking, sketching, customer journey
                    mapping, etc.
Idea/concept development - advantages

• No boundaries & limitations
  thinking.

• Innovation via your own resources
  and the people who know your
  services best.

• Inclusion of potential and current
  user opinion on the new projects
  planning.
Concept/idea development
Summary of benefits

• Provides a method to focus on the big problems before getting mired in
  the niggly details.
• Allows the swift exploration of multiple ideas to develop the right
  solution.
• Involves others.
• Does it all visually!
Questions?


Luke Burrows & Paula Mestre

User Vision
55 North Castle Street
Edinburgh
EH2 3QA
p: 0131 225 0850

e: luke@uservision.co.uk
e: paula@uservision.co.uk

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User Vision Breakfast Briefing - Collaborative Design

  • 2. What is it? • It is a methodology that includes involving stakeholders, designers and users on an equal footing in the design process in order to help ensure the product designed meets their needs and is usable. • An idea for a new service or solution is presented and the stakeholders are asked to participate during several stages of an innovation process: the initial exploration and problem definition both to help define the problem and to focus ideas for solution, and during development, they help evaluate proposed solutions.
  • 3. What is it? • It follows iterative design, evolving each design after being tested with users and asked for feedback. • This is the Scandinavian tradition of design of IT artefacts and it has been evolving since 1970. • Collaborative design is about working together to achieve a shared goal.
  • 4. Differences with the co-operative process • The iterative process involves two or more people (or organisations) working in unison. • The collaborative design process goes beyond the meeting of common goals by creating a collective determination to achieve an identical objective.
  • 5. When in the project lifecycle? • At the idealisation phase:  Before the budget is approved, having a clear goal and a shared understanding of it could help a better estimation of costs and timescales.  It provides as well with a visual product for getting budget approval. • Why?  It brings innovation to the company, it does not need to be bound by limitations, resources shortages or specific technology.  Only the best customer experience and services are in mind.
  • 6. When in the project lifecycle? • At the design phase:  It allows a better understanding and explanation of the business, technical and user requirements. • Why?  Including all stakeholders before the actual development has started.  Have a visual representation of the final product much earlier on the process.  Possibility of parallel development, agile approach and even extra planning for issues.  Plus a good start for a test plan creation.
  • 7. Benefits • Working together for the same goal. • Clear understanding of the objective and main deliverables. • Clear understanding of the user, business and technical requirements for all stakeholders. • Better and more accurate estimations of costs & timescales. • Improved communications across different channels and stakeholders. • Consistent user experience and brand design with other projects and services. • Possibility of re-using resources for future projects.
  • 8. Which resources? • One representative per stakeholder team at least:  UX expert  IT  Marketing & Brand  Finance  Project Management  Legal  Etc. • Willingness to accept the challenge and being open-minded for receiving feedback and new ideas. • A couple of days at the start of the project for a workshop and a couple of hours a week for maintaining contact with the iterations.
  • 9. Which resources? • For designing new products or services or re- designing current ones, we just need some very basic materials at the workshop:  Paper templates and post-its.  Pens, colours, etc.  A computer with a projector for sharing early designs.  Brand guidelines. • And then, when providing the deliverables:  Axure or prototyping software for wireframes and prototypes.  PDF, Office or document sharing software.
  • 10. Deliverables • Business, technical and user requirements definition documents. • Customer journeys. • Low and High-fidelity design for the final product/service. • Timescales & Cost estimations. • Milestones definition.
  • 11. What type of projects? • New products or services:  New channels (retail, web, etc)  Ideas exploration. • Improving user experience for current products/services. • Re-design of screens for current products or services.
  • 13. Paper prototyping • “The sketchboard is a low-fi technique that makes it possible for designers to explore and evaluate a range of interaction concepts while involving both business and technology partners. Unlike the process that results from wireframe-based design, the sketchboard quickly performs iterations on many possible solutions and then singles out the best user experience to document and build upon.” - Brandon Schauer, Adaptive Path
  • 14. Paper prototyping - advantages • The ability to convey a solution visually. • The ability to presuppose new solutions. • The ability to fuse together a solution from competing constraints.
  • 16. Customer journey mapping • It is a form of consultation to improve a service through finding out how people use the service and how they interact with the service provider. • It provides a map of the interactions and emotions that take place, and can help an organisation provide its customers with the experience it wants them to have.
  • 17. Customer journeys - advantages • Definition of how prospective and current customers use a service and when they interact with staff and the system. • Clear understanding of how customers perceive the organisation at each interaction and how they would really like the customer experience to be. • Perspective on how departments and functions need to work together. • Identification of any potential barriers and obstacles that customers encounter. • Possibility of designing an optimal experience that meets the expectations of major customer groups and achieves competitive advantages.
  • 19. Idea/concept development • Concept development is a design process driven by a set of business requirements, user needs and technical specifications, which are then converted into a set of conceptual designs. • These designs represent an approximate description of form, working principles, and product or service features. • Uses collaborative techniques like brainstorming, collateral thinking, sketching, customer journey mapping, etc.
  • 20. Idea/concept development - advantages • No boundaries & limitations thinking. • Innovation via your own resources and the people who know your services best. • Inclusion of potential and current user opinion on the new projects planning.
  • 22. Summary of benefits • Provides a method to focus on the big problems before getting mired in the niggly details. • Allows the swift exploration of multiple ideas to develop the right solution. • Involves others. • Does it all visually!
  • 23. Questions? Luke Burrows & Paula Mestre User Vision 55 North Castle Street Edinburgh EH2 3QA p: 0131 225 0850 e: luke@uservision.co.uk e: paula@uservision.co.uk

Editor's Notes

  1. The idea is to bring together all the people who is already involved or is going to be involved on the project.Working together is the way to do it.All of them need to have the same understanding of the problem or idea and use the innovation of being all together for focusing on the best outcome.
  2. The collaborative working environment enables participants to achieve their goals whilst aiding others within the group. It ensures a constant awareness of each individuals’ needs whilst developing a strategy to accommodate the whole.Having an iterative approach as well allows to refine the design to ensure that meets all requirements and to identify any possible limitations or bottle necks for the development.
  3. It’s about getting as many benefits as possible from the collaboration, not just achieving the goal, but getting a common understanding of the methodology, the requirements, the technologies and of course a common know how of the service/product.why? To have flexibility in case there are unexpected issues or problemsTo be able to re-use the final products and any of the resources used on the process.To ensure consistency for future project, investing on the future
  4. Ask particiants about their involvement in agile dev and similar workshops!
  5. The ability to convey a solution visuallyA picture is worth a thousand words and in terms of the design concept far less abstract than trying to convey with writing or talking.The ability to presuppose new solutionsIn the moment of creation designers often make instinctual leaps based on incomplete information of the problem. These solutions may not have been arrived at based on logical deduction alone as designers break the boundaries of the obvious alternatives.The ability to fuse together a solution from competing constraintsTackling design constraints as and when they arrive can result in an unwieldy solution. Great design is more than the sum of its parts and results from great designers carefully encompassing each component into a cohesive whole.