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Participatory design
Denis Gillet & Adrian Holzer & Dave Kirk
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actively involve users as members of the design
team from the start of the design process
Participatory design
Contrasts with
experimental
approaches where
users are treated as
passive subjects
Why include users in
the design team ?
Because they are
the experts in the
‘work’ activities
the system is
being designed
to support
They can teach
us a great deal
about what the
system should do
mutual
learning
process
What are the
participatory design
principles ?
=Users, designers & developers
are equal partners
Continuous communication among stakeholders
accelerates design
Stakeholders gain a shared understanding of
design goals, opportunities, and constraints
Users and other stakeholders contribute
their unique expertise
User actively participates in the
design of the system
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
Cons more 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
Supporting Methods
Collaborative
prototyping
Scenarios Use cases
Collaborative prototyping
Two key requirements
Understanding the current organization of
work (ethnography helps out)
Envisioning the future (users help out)
Develop quick and dirty prototypes
‘Low tech’ or ‘low fidelity’ prototypes
Iterative cooperative development of
prototypes
Minimum Viable
Products
Supporting Methods
Collaborative
prototyping
Scenarios Use cases
Scenarios
descriptions of
the various
episodes that
constitute ‘use’
from the users’
point of view
May be ‘current’ (and draw on ethnography)
or ‘future’ (and be developed with users)
Scenarios specify...
User goals
The role of artifacts,
tools & other
resources
Usage context Activities involved
Supporting Methods
Collaborative
prototyping
Scenarios Use cases
Use cases
Descriptions of the system’s responses to specific
use scenarios and sequences of interaction
Participatory design
& social media
Stakeholders
Online communities
Users, Groups and Facilitators
Share common interests and services
Online services
Designers, Developers and Providers
Provide services and added values
Targeted business models and
customers
Social Media Platforms
Designers, Developers and Providers
Aggregate users and services
Market ads and social data
Example of designing
collaborative services for an
online community
Build a team
or members of the online
community
representative of the users
Facilitator
Collaborative service developer

knowing what can be done
knowing what has a
value for the provider
Collaborative service manager
Designer
knowing if the
interaction will
be efficient
helping in eliciting the
objectives and knowing if the
collaboration will be effective
Psycho-sociologist

A mediator should be nominated
Designer DeveloperPsycho-sociologist FacilitatorManager
Participatory design team
(independent or integrated)
Design in use
Design for use
Participatory design stages
1
2
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
(independent or integrated)
Design in use2
Design for use1
Participatory design stages
Trialling the
prototypes in
use cases
Validate and refine scenarios & services
Design in use
2
Participatory design
approach
Iterative negotiation process between
heterogeneous actors
Participatory design
principles
Negotiation & consensual decision making
Negotiation and
consensual
decision making
Sharing cultural
backgrounds,
ideas and needs
Ongoing reflectionon process with the
designers
Mutual necessityto work together
Construction of a
shared language
and vocabulary
In social media
One scenario / feature is designed
at a time
Fast update pace (new feature)
Design iterations are done online
First on test servers
then on exploitation
servers
First test users and
then real users
Implicit (use or not use) /
explicit implication of users
Implicit / explicit direct (customer relationship) or indirect
(social media) conversation between users and providers
Teachers
Pedagogy
HCI
Computer
Science
Community
Inquiry Learning
Investigation
Conceptualisation
Conclusion
Discussion
Orientation
Mockup task force
Evaluations
Prototype design
Pedagogical content
creation
Evaluations
… an so on
Participatory design

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Participatory design