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Jennifer Briselli
Managing Director, Experience Strategy & Design
@jbriselli
jbriselli@madpow.com
Participatory Design
Discovering Unmet Needs & New Solutions
What is Participatory Design?
Why might you use these this approach in your own practice or organization?
How has it been successful for others?
What does it look like? How do you do it?
Overview
“If I had asked people what
they wanted, they would have
said faster horses.”
Henry Ford
“If I had asked people what
they wanted, they would have
said faster horses.”
????
?
If asking people “what they want,” doesn’t work,
what are we supposed to do?
What is Participatory Design?
What it is:
An approach to design that invites all stakeholders (e.g. ‘end users,’ employees,
partners, customers, citizens, consumers) into the design process as a means of better
understanding, meeting, and sometimes preempting their needs.
What it is not:
• A variation on interviews or focus groups
• A way to “make your users do your job for you”
• A single prescriptive method or tool
• A rigidly defined process
• (see also: co-design, co-creation, co-production, collaborative design…)
• A holy grail
What is Participatory Design?
Involving the people we’re
serving through design as
participants in the process.
What is Participatory Design?
Credit:	Liz	Sande
Credit:	Liz	Sande
Design Process
DISCOVER
Adapted from “Double Diamond Model of Product Definition and Design” from UK Design Council
DISCOVER SYNTHESIZE
Design Process
Adapted from “Double Diamond Model of Product Definition and Design” from UK Design Council
DISCOVER SYNTHESIZE GENERATE
Design Process
Adapted from “Double Diamond Model of Product Definition and Design” from UK Design Council
DISCOVER SYNTHESIZE GENERATE FOCUS
Design Process
Adapted from “Double Diamond Model of Product Definition and Design” from UK Design Council
DISCOVER SYNTHESIZE GENERATE FOCUS
EVALUATE
Design Process
Adapted from “Double Diamond Model of Product Definition and Design” from UK Design Council
DISCOVER SYNTHESIZE GENERATE FOCUS
Adapted from “Double Diamond Model of Product Definition and Design” from UK Design Council
Generates design principles & direction
Generates viable solution concepts
Where does participatory design fit in?
“Participatory design methods, especially
generative or ‘making’ activities, provide
a design language for non designers
(future users) to imagine and express
their own ideas for how they want to live,
work, and play in the future.”
- Liz Sanders
Why it’s useful
Generative methods uncover latent needs.
Image: Liz Sanders
For example…
For example…
Users often talk about wanting to have an “easy to
navigate” site and “answers at their fingertips,” but
when they created imaginary screens, they focused
less on easy navigation and more on making sure the
interface would know the person viewing it and
remind them of key information, pre-empting
questions and the need to navigate much at all.
Framing: Identifying goals, objectives, key questions, hypotheses
Planning: Planning activities that answer these questions
Facilitating: Ensuring & documenting productive participation
Analyzing: Making sense of it all to identify actionable insights
How to do it
Framing
Stakeholders, Co-creators, End Users
Challenges & Goals
Questions & Unknowns
Assumptions & Hypotheses
Choosing Activities
Framing
Many types, many goals
• Trust Building
• Collaboration
• Narrative
• Generative
• Reflective
Choosing activities & methods
Participants help us understand their needs via storytelling. These activities
are intended to elicit memories and help build empathy and understanding,
building trust and identifying opportunities along the way.
Examples:
• Journey mapping
• Love letter/breakup letter
• Collaging
• Empathy mapping
• Knowledge hunt
• Reenactments
‘Narrative’ activities
Participants generate ideas and create prototypes of products, services, or
experiences
• Sometimes participants create viable solution concepts
• Sometimes participants create items that give designers insight & direction
Examples:
• Magic screen/button/object
• Interface toolkit
• Physical/paper/rapid prototyping
• Fill in the blank
• Ideal workflow
• Ecosystem mapping
‘Generative’ activities
Participants make connections and judgments that help us understand the value
of potential design solutions. These activities help participants and designers
evaluate and understand the value of existing experiences or potential future
design solutions.
Examples:
• Card sorting
• Value ranking
• Storyboard/Concept speed dating
• Bodystorming/Gamestorming
‘Reflective’ activities
The design prompt sets the stage and ensures participants will focus their
contributions on the goals, questions, or hypotheses you’ve identified.
For example:
“Use the items provided to create a perfect remote control.”
“Draw an imaginary classroom that provides all your educational needs.”
“Create a script for the ideal interaction between a student and counselor.”
Design Prompts
Planning
Where: office, school, home, outdoors, in context
Who & how many: large group, small group, individual
Observation methods: notes, video, photo, artifacts
Materials: construction kits, legos, playdoh
Logistics: recruiting (>2 weeks), honorarium, volunteers, observers
Planning
Facilitating
Be prepared
Be yourself
Be flexible & adaptive
Be reflective
Be warm & friendly
Facilitating: Participation
Document Document Document
• Dedicated note taker(s)
• Photograph
• Record audio & visual when possible (consent is key)
• Keep artifacts when possible
Ask participants to tell you about what they create
• 1 on 1
• Show & tell
• Share a story
• Write a commercial
• Create a pitch
Facilitating: Capturing Value
What they create
is often less important than
how they describe its value.
Analyzing
Cut irrelevant or incomplete information
Get everything into a common format
Follow your instinct… analysis is as much art as science
Expect to spend at least 2 hours of analysis
for every hour spent facilitating.
Analyzing
Raw Data
• Notes
• Photos
• Videos
• Audio
• Artifacts
Standardized
Data
• Spreadsheets
• Post-its
Participant
Clusters
Opportunity
Clusters
Theme/Affinity
Clusters
Identified
Patterns
Potential Output
• Focus Areas
• Design Characteristics
• Design Principles
• Solution Concepts
• Prototype Ideas
“If I had asked people what
they wanted, they would have
said faster horses.”
????
?
Instead of asking people to tell us “what they want,”
why not give them the language and tools to show us
what they want... Or even to create it themselves.
Thinking about…
What are the most important takeaways for your organization?
What are the most important questions left unanswered?
Wrap Up – Q & A
Jennifer Briselli
Managing Director, Experience Strategy & Design
@jbriselli
jbriselli@madpow.com
Thanks!

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Participatory Design: Discovering Unmet Needs & New Solutions

  • 1. Jennifer Briselli Managing Director, Experience Strategy & Design @jbriselli jbriselli@madpow.com Participatory Design Discovering Unmet Needs & New Solutions
  • 2. What is Participatory Design? Why might you use these this approach in your own practice or organization? How has it been successful for others? What does it look like? How do you do it? Overview
  • 3. “If I had asked people what they wanted, they would have said faster horses.” Henry Ford
  • 4. “If I had asked people what they wanted, they would have said faster horses.” ???? ?
  • 5. If asking people “what they want,” doesn’t work, what are we supposed to do?
  • 7. What it is: An approach to design that invites all stakeholders (e.g. ‘end users,’ employees, partners, customers, citizens, consumers) into the design process as a means of better understanding, meeting, and sometimes preempting their needs. What it is not: • A variation on interviews or focus groups • A way to “make your users do your job for you” • A single prescriptive method or tool • A rigidly defined process • (see also: co-design, co-creation, co-production, collaborative design…) • A holy grail What is Participatory Design?
  • 8. Involving the people we’re serving through design as participants in the process. What is Participatory Design?
  • 11. Design Process DISCOVER Adapted from “Double Diamond Model of Product Definition and Design” from UK Design Council
  • 12. DISCOVER SYNTHESIZE Design Process Adapted from “Double Diamond Model of Product Definition and Design” from UK Design Council
  • 13. DISCOVER SYNTHESIZE GENERATE Design Process Adapted from “Double Diamond Model of Product Definition and Design” from UK Design Council
  • 14. DISCOVER SYNTHESIZE GENERATE FOCUS Design Process Adapted from “Double Diamond Model of Product Definition and Design” from UK Design Council
  • 15. DISCOVER SYNTHESIZE GENERATE FOCUS EVALUATE Design Process Adapted from “Double Diamond Model of Product Definition and Design” from UK Design Council
  • 16. DISCOVER SYNTHESIZE GENERATE FOCUS Adapted from “Double Diamond Model of Product Definition and Design” from UK Design Council Generates design principles & direction Generates viable solution concepts Where does participatory design fit in?
  • 17. “Participatory design methods, especially generative or ‘making’ activities, provide a design language for non designers (future users) to imagine and express their own ideas for how they want to live, work, and play in the future.” - Liz Sanders Why it’s useful
  • 18.
  • 19.
  • 20.
  • 21. Generative methods uncover latent needs. Image: Liz Sanders
  • 23.
  • 24.
  • 25. For example… Users often talk about wanting to have an “easy to navigate” site and “answers at their fingertips,” but when they created imaginary screens, they focused less on easy navigation and more on making sure the interface would know the person viewing it and remind them of key information, pre-empting questions and the need to navigate much at all.
  • 26.
  • 27. Framing: Identifying goals, objectives, key questions, hypotheses Planning: Planning activities that answer these questions Facilitating: Ensuring & documenting productive participation Analyzing: Making sense of it all to identify actionable insights How to do it
  • 29. Stakeholders, Co-creators, End Users Challenges & Goals Questions & Unknowns Assumptions & Hypotheses Choosing Activities Framing
  • 30. Many types, many goals • Trust Building • Collaboration • Narrative • Generative • Reflective Choosing activities & methods
  • 31. Participants help us understand their needs via storytelling. These activities are intended to elicit memories and help build empathy and understanding, building trust and identifying opportunities along the way. Examples: • Journey mapping • Love letter/breakup letter • Collaging • Empathy mapping • Knowledge hunt • Reenactments ‘Narrative’ activities
  • 32.
  • 33.
  • 34. Participants generate ideas and create prototypes of products, services, or experiences • Sometimes participants create viable solution concepts • Sometimes participants create items that give designers insight & direction Examples: • Magic screen/button/object • Interface toolkit • Physical/paper/rapid prototyping • Fill in the blank • Ideal workflow • Ecosystem mapping ‘Generative’ activities
  • 35.
  • 36.
  • 37. Participants make connections and judgments that help us understand the value of potential design solutions. These activities help participants and designers evaluate and understand the value of existing experiences or potential future design solutions. Examples: • Card sorting • Value ranking • Storyboard/Concept speed dating • Bodystorming/Gamestorming ‘Reflective’ activities
  • 38.
  • 39.
  • 40. The design prompt sets the stage and ensures participants will focus their contributions on the goals, questions, or hypotheses you’ve identified. For example: “Use the items provided to create a perfect remote control.” “Draw an imaginary classroom that provides all your educational needs.” “Create a script for the ideal interaction between a student and counselor.” Design Prompts
  • 42. Where: office, school, home, outdoors, in context Who & how many: large group, small group, individual Observation methods: notes, video, photo, artifacts Materials: construction kits, legos, playdoh Logistics: recruiting (>2 weeks), honorarium, volunteers, observers Planning
  • 43.
  • 44.
  • 45.
  • 46.
  • 48. Be prepared Be yourself Be flexible & adaptive Be reflective Be warm & friendly Facilitating: Participation
  • 49. Document Document Document • Dedicated note taker(s) • Photograph • Record audio & visual when possible (consent is key) • Keep artifacts when possible Ask participants to tell you about what they create • 1 on 1 • Show & tell • Share a story • Write a commercial • Create a pitch Facilitating: Capturing Value
  • 50. What they create is often less important than how they describe its value.
  • 52. Cut irrelevant or incomplete information Get everything into a common format Follow your instinct… analysis is as much art as science Expect to spend at least 2 hours of analysis for every hour spent facilitating. Analyzing
  • 53. Raw Data • Notes • Photos • Videos • Audio • Artifacts Standardized Data • Spreadsheets • Post-its Participant Clusters Opportunity Clusters Theme/Affinity Clusters Identified Patterns Potential Output • Focus Areas • Design Characteristics • Design Principles • Solution Concepts • Prototype Ideas
  • 54.
  • 55.
  • 56.
  • 57.
  • 58. “If I had asked people what they wanted, they would have said faster horses.” ???? ?
  • 59. Instead of asking people to tell us “what they want,” why not give them the language and tools to show us what they want... Or even to create it themselves.
  • 60. Thinking about… What are the most important takeaways for your organization? What are the most important questions left unanswered? Wrap Up – Q & A
  • 61. Jennifer Briselli Managing Director, Experience Strategy & Design @jbriselli jbriselli@madpow.com Thanks!