1. About inclusive design processes -
and wicked problems
Tom Vavik
Institute of design
The Oslo School of Architecture and Design
2. Who am I ?
Associate Professor
Ergonomics and Universal Design
http://www.aho.no/no/User-pages/Ansatte/T/Tom-Vavik/
http://www.universelldesign.info/
http://www.designresearch.no/people/tom-vavik
3. What is design ?
Design is about ethical values
http://www.youtube.com/watch?v=Tngz9I-wQP4
"Design is a creative activity whose aim is to
establish the multi-faceted qualities of
objects, processes, services and their
systems in whole life-cycles. Therefore,
design is the central factor of innovative
humanization of technologies and the
crucial factor of cultural and economic
exchange.”
(ICSID)
6. Social Sustainable Development involves
• Basic human needs
• Equity
• Social accountability
• Empowerment
• Local self–reliance
• Participation
• Inclusion
• Accessibility
• Appropriate technology
• Protecting the mental and
physical health of stakeholders
• Encouraging community
development
• Treating all stakeholders fairly
• Access to social resources
• Providing essential services
(Esp.design.org,http://www.espdesign.org/sustainability-
definition/social-sustainability/)
7. Sustainable development –
design approaches
Design for Environment,
Green design, EcoDesign
Universal design, Design for
accessibility, Design for all,
Participatory design,
Inclusive design,
Design for diversity
Strategic design,
Design management
8. Why
The Philips Index (2004) found that about two thirds of the
population as a whole have difficulties with technological
products, and would therefore benefit from items designed to be
more accessible and usable ( Ref: Inclusive design. Toolkit. 2007.)
9. Inclusive design - the strategy of the future
Inclusive design aims to enable all
people to have equal opportunities to
participate in every aspect of society
irrespective of cognitive, physical or
sociocultural factors.
(Ergonomidesign in Stockholm)
10. Universal design approaches
• The use of the product (effectiveness, efficiency and
satisfaction in a particular context of use)
• The user interface and interaction
• The process used to develop the product
• The capability of an organization to apply this design
strategy
(Adapted from http://www.usabilitynet.org)
13. Design methods
“ It is one thing to state a value-
based objective related to
social responsibility and
another thing to develop
design methods to reach it.”
(P.TAHKOKALLIO, 2003)
14. Design process
A systematic problem solving
strategy, with criteria and
constraints, used to develop many
possible solutions to solve wicked
problems and satisfy human
needs and wants.
15. Wicked problems
• a problem that is
difficult or impossible
to solve because of
• incomplete,
contradictory, and
changing
requirements that are
often difficult to
recognize.
16. Wicked problems
• Design problems are
typically wicked
because they are
often ill defined (no
prescribed way
forward).
• They involve
Stakeholders with
different perspectives,
and have no "right" or
"optimal" solution.
17. Wicked problems
• The Constraints that
the problem is subject
to and the resources
needed to solve it,
change over time.
• The problem is never
solved definitively.
• The design
process can only
be improved if it is
made conscious
and documented
and recorded.
19. Three models of inclusive design processes
• ISO 13407 - Human centered design processes for
interactive systems
• The book: ”Innovating with People”, Tools
• John Clarksons - Inclusive design toolkit
20. Iterative user/human centered design
activities (ISO 13407)
4. Product design
solutions
5. Evaluate designs
against user
requirements
3. Specify user and
organisational
requirements
2. Specify the context
of use
Meets requirements
1. Plan the human
centered process
22. Deltasenteret i Helsedirektoratet
Forskningsrådets brukerforum IT Funk
Norsk Designråds nyskapingsprogram Innovasjon for Alle
Den norske Dataforenings faglige nettverk BITS
Ressursnettverket Universell IKT
Norske fagmiljøer - universell IKT
23.
24. Inclusive design toolkit www.universaldesigntoolkit.com
(J. Clarkson et al. 2003)
• A 'waterfall' model of an inclusive design process
26. Summary –
inclusive design processes:
Are iterative
• Specify the context of use
(who, what, where)
• Discover, understand and
translate the wants and
needs of the user
Involves stakeholders
and end users
• Adapt and apply
guidelines and standards
• Evaluate designs against
requirements and test
with users
Notas del editor
Skrape litt i overflaten på et stort tema.
Jeg er beæret og ydmyk i så mange dyktige fagmennesker nærvær. Mange fagmiljøer, Den norske Dataforenings faglige nettverk BITS (Brukervennlige IT Systemer,) Ressursnettverket Universell IKT med Morten Tollefsen i spissen og Forskningsrådets IT Funk med Maja Arnesen som leder.
Dere har praktisk erfaring og detaljkunnskap langt ut over min egen innenfor temaet brukervennlig IKT. Jeg vil derfor presentere noen overordnede
begreper og peke på noen viktige elementer i en inkluderende designprosess.
Bruker begrepene Inklusiv design (ID) og Universell design (UD) om hverandre. ID fra USA og det internasjonale begrepet, ID fra England og Ergonomidesign
Et hvert designkontor har sin egen designsstrategi/prosess eller fremgangsmåte.
Sakt om metoder: Metoden er viktig, den bestemmer resultatet.. Our processes determine the quality of our products. If we wish to improve our products, we must improve our processes; we must continually redesign not just our products but also the way we design. Først når prosjektet eller løsningen er klar ser du hvilken metode du skulle/burde ha brukt
Piet Hein: Art is the solution of a problem which cannot be expressed explicitly until it is solved.” Design og kunst er løsning av problemer om ikke kan defineres før de er løst. Det å kunne formulere spørsmålet er en del av svaret.
NetLife Research, MediaLT og Ressursnettverket Universell teknologi TelenorR&D, SINTEF, UiO
International Council of Societies of Industrial Design
“ID is creating values for companies and the society.”
Kunnskap om mennesket og designprosesser. Hvordan få disse kunnskapene inn i designprosessene.
Physical Ergonomics (kropp)
How do you design products and services that are inherently efficient, safe and reliable to produce and consume? How do you design interfaces and environments that enhance rather than impede performance?
We know how to eliminate or minimize awkward postures. We know how to reduce unnecessary tasks and movements. We know how to reduce errors and waste. Mastering physical ergonomics is important if you want to increase safety, improve health, boost efficiency, and reduce costs.
Physical ergonomics is concerned with human anatomical, anthropometric, physiological and biomechanical characteristics as they relate to physical activity. Related topics include working postures, product handling, workplace layout, safety, and health. Physical ergonomics is also concerned with the physical environment around you and how it affects your performance.
Cognitive Ergonomics (hode)How do you design products, services and systems that are inherently easy and liberating to use? How do you design signage, instructions and manuals that are easy to understand and follow? Even if the user is operating in extreme conditions?
We have conducted thorough research on the cognitive abilities and limitations of human beings. We understand why people can feel uncomfortable, annoyed and frustrated. We know how to design products, services and systems that people find easy, safe and liberating to use.
Mastering cognitive ergonomics is especially important in the design of complex, high-tech, or automated systems. Poor interface design on industrial equipment can lead to decreased production and quality. Or even life-threatening accidents.
The field of cognitive ergonomics is concerned with mental processes – such as perception, memory, reasoning, and motor response – and how these processes affect interactions between human beings or between humans and systems. Related topics include mental workload, decision-making, skilled performance, human-computer interaction, human reliability, work stress and training.
Emotional Ergonomics (hjerte)
How do you design products and services that users find appealing and desirable? How do you design interfaces and environments that are engaging and enjoyable?
We understand how people connect emotionally with products, services and systems. We know how to identify intangible and often implicit needs. We understand how to create positive, memorable, talked-about experiences. Mastering emotional ergonomics is important if you want to build customer loyalty, encourage buzz, and charge premium prices.
The field of emotional ergonomics is concerned with the emotional aspects of peoples’ interactions with products, services or systems. Related topics include human behavior, social patterns, lifestyles, experience design, tacit knowledge, empathy, and the understanding of new emergent behaviors.
LCA. Vugge til vugge Materials and energy, gjennvinning
Emmissions and waste
Tilgjengelighet, prinsipper og designprosess.
Økonomisk utvikling, corporate social responsibility
Design process: A planning and decision-making process that produces a solution.www.bced.gov.bc.ca/irp/tech_ed/apf.htm
Design problems are typically wicked because they are often ill defined (no prescribed way forward), involve Stakeholders with different perspectives, and have no "right" or "optimal" solution.[12]
Thus wicked problems are also characterized by the following:
The solution depends on how the problem is framed and vice-versa (i.e. the problem definition depends on the solution)
Stakeholders have radically different world views and different frames for understanding the problem.
The Constraints that the problem is subject to and the resources needed to solve it change over time.
The problem is never solved definitively.
Prosessen kan kun forbedres hvis den er bevisst og dokumentert
Process archetype
A process must have input and output. Garbage in; garbage
out. (Good in; good out?) In between, something may hap-
pen—the process—a transformation. Sometimes, the trans-
formation is reducible to a mathematical function. Think
of using Photoshop’s curves function to lighten a photo.
One risk in using this framework is that it neatens a messy
world. It may promote an illusion of linearity and mecha-
nism—of cause and effect.
Hvorfor er designprosesser iterative. Hva betyr iterativ: At du vender tilbake til utgangspunktet med nye forutsetninger. Prosessen gjentas og løsningen forbedres ved hjelp av prototyper, tester og modifisering
Evaluere er å vurdere, verdisette, teste med brukere
Iterative design is a design methodology based on a cyclic process of prototyping, testing, analyzing, and refining a product or process. Based on the results of testing the most recent iteration of a design, changes and refinements are made. This process is intended to ultimately improve the quality and functionality of a design. In iterative design, interaction with the designed system is used as a form of research for informing and evolving a project, as successive versions, or iterations of a design are implemented.
ows nye program
The iterative design process may be applied throughout the new product development process. However, changes are easiest and less expensive to implement in the earliest stages of development. The first step in the iterative design process is to develop a prototype. The prototype should be evaluated by a focus group or a group not associated with the product in order to deliver non-biased opinions. Information from the focus group should be synthesized and incorporated into the next iteration of the design. The process should be repeated until user issues have been reduced to an acceptable level.
Specific Application: Human Computer Interfaces
Iterative design is commonly used in the development of human computer interfaces. This allows designers to identify any usability issues that may arise in the user interface before it is put into wide use. Even the best usability experts cannot design perfect user interfaces in a single attempt, so a usability engineering lifecycle should be built around the concept of iteration [1].
The typical steps of iterative design in user interfaces are as follows:
Complete an initial interface design
Present the design to several test users
Note any problems had by the test user
Refine interface to account for/fix the problems
Repeat steps 2-4 until user interface problems are resolved
Iterative design in user interfaces can be implemented in many ways. One common method of using iterative design in computer software is software testing. While this includes testing the product for functionality outside of the user interface, important feedback on the interface can be gained from subject testing early versions of a program. This allows software companies to release a better quality product to the public, and prevents the need of product modification following its release.
Iterative design in online(website) interfaces is a more continuous process, as website modification, after it has been released to the user, is far more viable than in software design. Often websites use their users as test subjects for interface design, making modifications based on recommendations from visitors to their sites.
Sjekke nærmere hva dette betyr og innebærer
Deltasenteret: Statens kompetansesenter for deltakelse og tilgjengelighet. Helsedirektoratet er eit fagdirektorat og myndigheitsorgan som ligg under Helse- og omsorgsdepartementet (HOD) og Barne- og likestillingsdepartementet (BLD). Publikasjon: Tilgjengelige nettsteder Leder:Toril Bergerud Buene
IT Funk Maja Arnestad
BITS med blant annet Sigrun Lurås
Universell IKT Morten Tollefsen
The book also has a tools section, giving you what you need to get started