CityVerve Design Principles and Process, Briefing Document, 27 July 2016
A briefing document for participants in CityVerve detailing human centred design principles and process proposed in the project.
Authors: Drew Hemment, Simone Carrier, Matt Skinner
2. What you get
Human centred design methods and
tools.
Understanding of user needs.
Insights on best practice and
common barriers to user
acceptance.
Engagement with citizens and users,
visibility and attention.
What you give
Time to attend human centred design
workshops.
Be ready to be challenged and adapt
your solution to user feedback.
Engage citizens as contributors and
stakeholders.
Be open and share learnings from the
process.
Human Centred Design Advice and Support
Human centred design leads to products and services that are usable,
useful and likely to be used. CityVerve project teams will be introduced
to human centred and participatory design methods, and supported to
implement them during design, deployment and analysis.
3. FutureGov
FutureGov the digital and design
company for public services, are
collaborating with FutureEverything
on Human Centred Design support.
Simone Carrier
Head of Service Design
Matt Skinner
Head of Product Design
Chris Evans
Product Designer
Drew Hemment
Creative Director
Daniel Santos
Design Lead
Vimla Appadoo
Service Designer
Feimatta Conteh
Programme Manager
Natalie Kane
Curator and Editor
Tom Rowlands
Producer
Callum Kirkwood
Junior Producer
Human Centred Design CityVerve Team
FutureEverything, Manchester’s innovation lab for digital culture and smarter
cities, is lead on human centred design and culture & public realm in CityVerve.
4. WE, CITIZENS OF ALL CITIES, TAKE THE FATE OF THE PLACES WE LIVE
IN INTO OUR OWN HANDS. WE CARE ABOUT THE BUILDINGS AND THE
PARKS, THE SHOPS, THE SCHOOLS, THE ROADS AND THE TREES. BUT
ABOVE ALL, WE CARE ABOUT THE QUALITY OF THE LIFE WE LIVE IN
OUR CITIES. WE KNOW THAT OUR LIVES ARE INTERCONNECTED, AND
WHAT WE DO HERE WILL IMPACT THE OUTCOMES OVER THERE. WHILE
WE CAN NEVER PREDICT THE EVENTUAL EFFECT OF OUR ACTIONS, WE
TAKE FULL RESPONSIBILITY TO MAKE THIS WORLD A BETTER PLACE.
Frank Kresin, A Manifesto for Smart Citizens, in Drew Hemment & Anthony
Townsend (eds), Smart Citizens, FutureEverything Publications, 2013
Smart Citizens
We engage citizens as stakeholders and contributors not just users.
5. 01. DON’T BELIEVE THE HYPE
02. DESIGN USEFUL THINGS
03. AIM FOR THE WIN-WIN-WIN
04. KEEP EVERYONE AND EVERY THING SECURE
05. BUILD AND PROMOTE A CULTURE OF PRIVACY
06. BE DELIBERATE ABOUT WHAT DATA WE COLLECT
07. MAKE THE PARTIES ASSOCIATED WITH AN IOT PRODUCT EXPLICIT
08. EMPOWER USERS TO BE THE MASTERS OF THEIR OWN DOMAIN
09. DESIGN THINGS FOR THEIR LIFETIME
10. IN THE END, WE ARE HUMAN BEINGS
iotmanifesto.org @iotmanifesto
IoT Design Principles
We will draw on and contribute to work on best practice so we can
address barriers to user acceptance.
6. CITIZENS MEANINGFULLY ENGAGED IN ‘OPEN PROTOTYPING’
The
challenges
Insight Definition ActionIdeas Embed
DISCOVER DEFINE DEVELOP DEPLOY
Speak to
members of
the public and
professionals
to understand
what their
needs are.
Based on the
gained
insights, define
the problem
you want to
focus on
solving.
Develop ideas
and prototypes
which respond
to existing
user needs in
collaboration
with service
users.
Implement a
pilot version to
learn from
before thinking
of scaling.
MOBILISE
Engage
people, create
relationships,
build
community.
ITERATE
Make changes
and repeat the
process,
learning the
whole time.
7. Open the design and deployment
process up to many contributors to
gather insight and build ownership.
Open
prototyping
Collaborate with citizens as
stakeholders and contributors to
define and measure success.
Citizens as
stakeholders
Mobilise
8. Understand the problem we are
trying to solve, draw on existing
research, and find out any new
information through workshops,
interviews etc.
Discover
9. User our expertise and design
thinking to come up with ideas or
ways that we might solve the
problem.
Design
Design
10. Develop the idea into something
tangible for service user and with them.
Test hypothesis early with prototypes.
Prototype
Prototype
11. Give the tangible thing to those who
would be using it to see their
reactions, discuss with them what
they like or don’t like and incorporate
changes based on their feedback.
Deploy
Deploy
12. Make changes and repeat the
process, learning the whole time.
Iterate
Iterate