Recently, Digital Eskimo and the Powerhouse Museum collaborated to create Water Worx. Through this project, Anthony will reveal how co-design built trust and confidence across the project team. He will also present a range of successful formal and informal co-design, prototyping and testing activities from the project.
Do what worx: Lessons in making the most of opportunities for user and client co-creation in game design
1.
2.
3. Do what worx: lessons in making the
most of co-design with clients
4. co-design can help shift the clients’ perspective to be closer to that of the user
co-design can equip the client to better understand what you are going through
as a designer
co-design equips the client to better engage with your prototypes
clients are more likely to trust the outcomes of unusual / experimental design
activities if they have participated in them.
co-design empowers clients to be actively involved in the production process
14. Co-design can help shift the clients’ perspective to be
closer to the users’
Create exercises that involve your client in the conception of personas so that they will
love them as their own
15. Co-designing equips the client to better understand
what you’re going through in the design process
16. Co-designing equips the client to better understand what you’re going through in the design
process
17. Co-designing equips the client to better understand what you’re going through in the design
process
18. Co-designing a solution equips the client with a way of better understanding the hard decisions in
the design process
19. Co-designing equips the client to better understand
what you’re going through in the design process
Use metaphor to draw people away from the scope of their usual context
Create exercises that require trade off and compromises
25. Co-design equips clients to better engage
with your prototypes
Create (and learn from) prototypes with your client
Avoid ‘black boxes’ and the ‘big reveal’. Be transparent.
26. Clients are more likely to trust the outcomes of
unusual / experimental design activities if they have
participated in them.
27. Clients are more likely to trust the outcomes of unusual / experimental design activities if they have
participated in them
28. Clients are more likely to trust the outcomes of unusual / experimental design activities if they have
participated in them
29. Clients are more likely to trust the outcomes of unusual / experimental design activities if they have
participated in them.
30. Clients are more likely to trust the outcomes of
unusual / experimental design activities if they have
participated in them.
Build trust in your design process by having your client experience it
35. Co design empowers clients to be actively and
effectively involved in the production process
Give your clients good methods and permission to contribute. Reap the rewards
Give your client the design methods to directly engage with their users
36. co-design can help shift the clients’ perspective to be closer to that of the user
co-design equips the client to better understand what you are going through as
a designer
co-design equips the client to better engage with your prototypes
clients are more likely to trust the outcomes of unusual / experimental design
activities if they have participated in them.
co-design empowers clients to be actively involved in the production process
We’re done.
37. Thanks very much. Questions?
Anthony Ditton
Digital Eskimo
@six_gun
ad@digitaleskimo.net
Respect:
Contributing kids / teachers
The team @ Sydney Water
The team @ Powerhouse Museum
The team @ Bonobo Labs
The team @ Digital Eskimo
We’re done.
Notas del editor
\n
\n
\n
\n
\n
\n
\n
\n
\nTypically Digital Eskimo employs a design metaphor approach to co-design sessions \nasks the participants create analogies for particular concepts / components that exist in the context of the project.\n\nWe do this as a way of forcing an abstraction that distances participants’ from their imagined solutions.\n\nThis makes it a really good method of exploring / designing for user needs rather than jumping straight to solutions mode.\n\nA good example of how this works is a recent case in which a client came to us for a social media strategy, they were immediately talking about "We could use Twitter for this and Facebook for that, youtube etc etc.\n\nWe wanted to move them away from talking about the tools and existing solutions they knew in order to discover what they were trying to achieve, who was involved and what communications flows were, and importantly, how they wanted people to feel through this experience\n\nWe worked with the client and users to co-design a ‘village green’ in which various aspects represented other users, communications tone, messaging & channels\n\nVery effective in providing conceptual talking points that force an exploration of intent or need.\n\n