2. WHAT IS CO-DESIGN
ā¤ Participatory design (originally
co-operative design, now often
co-design) is an approach to
design attempting to actively
involve all stakeholders (e.g.
employees, partners,
customers, citizens, end
users) in the design process to
help ensure the result meets
their needs and is usableāØ
āØ
(wikipedia)
photo from https://feeoonah.wordpress.com/2
3. THE POINT OF VIEW OF CONSULTANCY
ā¤ āHow can consultants and organisational
members concrete conversations about the way
the consultancy process can be structured and
sequenced to facilitate new patterns of meaning
making and actions?ā
Dialogic Organisation Development: Theory and Practice of Transformational ChangeāØ
(Ed: Bushe, Marshak)
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4. WHO
ā¤ all the stakeholders could be
actively involved in the design
process
ā¤ designers
ā¤ IT people
ā¤ marketing
ā¤ users
ā¤ citizens
ā¤ etc..
photo (CC) Stuart Rayner, St. Helens4
5. WHY
ā¤ INNOVATIONāØ
the designer will see things
from diļ¬erent points of view
and itās lead to create things in
diļ¬erent ways, with diļ¬erent
approaches, materials and
people
photo from https://flexhousing.wordpress.com/flex-dundee-workshop/5
6. WHY
ā¤ INNOVATION
ā¤ USER CENTRED APPROACHāØ
the user expertise, skills and
experience are fundamental
and valuable parts of the
design process
photo from https://flexhousing.wordpress.com/flex-dundee-workshop/6
7. WHY
ā¤ INNOVATION
ā¤ USER CENTRED APPROACH
ā¤ DEMOCRATICāØ
users, stakeholders, designers
have the right to partecipate in
the process because they are
involved at diļ¬erent level
photo from https://flexhousing.wordpress.com/flex-dundee-workshop/7
8. THE POINT OF VIEW OF STAKEHOLDERS
ā¤ Co-design is aimed at developing a sense of joint
ownership regarding the speciļ¬c project, since
various stakeholders have voice in the process.āØ
Dialogic Organisation Development: Theory and Practice of Transformational ChangeāØ
(Ed: Bushe, Marshak)
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āWe own what we createā
9. WHEN
ā¤ change management
ā¤ willingness to delegate or
reduce control
ā¤ need share the design process
ownership
photo Simon Blackley9
10. WHERE
ā¤ the venue depend by the co-
design activity itself, the
number of participants, the
material and equipment
availability (whiteboards,
printers, post-it, tables, etcā¦)
photo from https://flexhousing.wordpress.com/flex-dundee-workshop/10
12. ORGANIZATION CHECKLIST:
ā¤ deļ¬ne the purpose
ā¤ who will attend? who they are? how should they be selected?
ā¤ how they expect?
ā¤ how participatory should it be the workshop?
ā¤ how long should be the co-design activity?
ā¤ programme planning
ā¤ language, language diļ¬erences, interpreters, cultural diļ¬erences
ā¤ logistic, how to manage transport
ā¤ material and equipment
ā¤ outputs: video, prototypes, reports
ā¤ follow-up: how and who
ā¤ food, special needs
ā¤ cultural awareness
ā¤ all the things that are not in this list :)
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14. FIND YOUR OWN STYLE MIXING 3 DIFFERENT DELIVERY STYLES:
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lecturer trainer facilitator
characteristic
ā¤ up front style
ā¤ expert
ā¤ good public speaker
ā¤ no ļ¬exibility in group
change
ā¤ 60/40 front/moving
ā¤ not necessary the
expert
ā¤ exercises and demo
ā¤ more ļ¬exible
ā¤ move around
ā¤ only facilitation
skills
ā¤ 30/70 verbal,
exercises
ā¤ absolutely
interactive
material projector, slides, video
visual aids and ļ¬inchers,
handbook for
participants
wide range of visual,
audio and kinaesthetic
materials
model
ā¤ imparting knowledge
ā¤ little hands on
ā¤ questions at the end
ā¤ sharing knowledge
ā¤ hands on sessions
ā¤ questions at the end
of sessions
ā¤ sharing experience
and skills
ā¤ mostly hands on
ā¤ questions, questions,
questions
How to run a great workshop - Nikki Highmore Sims, Pearson-Prentice Hall
15. FACILITATOR SHOULD:
ā¤ show respect
ā¤ establish rapport
ā¤ abandon preconceptions
ā¤ hand over the stick
ā¤ watch, listen, learn
ā¤ learn from mistakes
ā¤ be self-critical and self aware
ā¤ be ļ¬exible
ā¤ support and share
ā¤ be honest
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Young people and sexual Health Project, Department of public health medicine, University of Hull, 1995
17. WARMUP CHECKLIST
ā¤ be relaxed and smile
ā¤ ask people to help you (chairs, tables, badges, etc..)
ā¤ ask them to express their expectations
ā¤ objectives deļ¬nition/presentation, discuss them
ā¤ mutual introductions
19. ASK THE PARTICIPANTS TO
ā¤ stand up, introduce themselves and tellā¦.āØ
(their breakfast, the last thing they read before the workshop,
etcā¦)
ā¤ walk around the space and greet, shaking hands and introduce
themselves
ā¤ ļ¬nd an inspiring object from their place and bring it to the
workshop, explaining why itās so important for them
ā¤ introduce themselves using a hourglass or keeping a match in
their hands
21. SOME TIPS FOR A GOOD GROUP BUILDING
ā¤ create homogeneous groups per gender, age, skills, company
functions, etc.
ā¤ ask participants to avoid to group with friends, colleagues,
relatives, etc.
ā¤ create common interests groups
ā¤ create matchmaking gamesāØ
(eg: give each participants a puzzle piece and make them ļ¬nd
their counterparts)
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22. EXAMPLE: CODESIGN JAM
ā¤ N groups of 5 participants maximum
ā¤ each group must have a developer, a designer and three other
participants with diļ¬erent background and skills.
ā¤ take N postcards (each for group), cut each of them in 5 pieces
ā¤ put the pieces in 3 jars, one jar for developers, one for the
designers and one, bigger, for the other participants
ā¤ the smaller jars contains N pieces, each one from a diļ¬erent
postcard, the bigger one contains N*3 pieces
ā¤ each participant should take a piece from the right jar and ļ¬nd
the right counterpart
22 photo by clipartpanda.com
26. THREE ACTS
Open Explore Close
Divergent Emergent Convergent
A B
Ideas āØ
& āØ
Informations
Experiment āØ
& āØ
Test
Decision āØ
& āØ
Action
27. 4 DIFFERENT KIND OF GAMES ACTIVITIES
ā¤ core activitiesāØ
(that work well in any situation)
ā¤ opening activitiesāØ
(to use for generating ideas)
ā¤ exploring activitiesāØ
(working with generated ideas, ļ¬nding serendipity)
ā¤ closing activitiesāØ
(prioritization,voting and comparison)
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28. 4 DIFFERENT KIND OF GAMES ACTIVITIES
ā¤ core activitiesāØ
(that work well in any situation)
ā¤ opening activitiesāØ
(to use for generating ideas)
ā¤ exploring activitiesāØ
(working with generated ideas, ļ¬nding serendipity)
ā¤ closing activitiesāØ
(prioritization,voting and comparison)
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31. Mario Rossi - Sviluppatore
SEEING
SAYING
DOINGFEELING
HEARING
vede il monitor
parla un linguaggio incomprensibile
parla di telefilm e cose pop
molto di nicchia
sta in un open space
rumoroso, ma non sono i
suoi colleghi a parlare ad
alta voce
se possibile ascolta
musica nelle cuffie
mentre lavora
ride o impreca da
solo
vede la sua scrivania
disordinata e piena di
junk food e cartacce
scrive una applicazione strategica per la
societĆ oppure installa driver e antivirus
ai colleghi. oppure entrambe le cose.
chatta con i colleghi.
si sente frustrato. potrebbe
fare di piĆ¹ ma allāazienda
questo non interessa e lo
impiegano male
āĆØ meglio non coinvolgere
il reparto ICT perchĆØ ĆØ
troppo lento, ci blocca le
attivitĆ , non ĆØ agile nelle
decisioniā
viene interrotto da colleghi che chiedono
qualunque cosa
RTFM!
LOL!
EMPATHY MAP
32. OTHER POSSIBLE GAMES
ā¤ card sorting
ā¤ storyboard
ā¤ dot voting
ā¤ 7P FrameworkāØ
(Purpose, Product, People, Process, Pitfalls, Prep, Practical Concerns)
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46. SOME OUTPUT EXAMPLES
ā¤ pictures/ļ¬ipchart produced during the co-design activities
ā¤ prototypes
ā¤ storyboards
ā¤ models
ā¤ video, animations
ā¤ 3d prints
ā¤ software prototypes
ā¤ etc, etc..
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54. CODESIGN JAM ROMA MATERIAL
ā¤ improclinic: test your prototype using improv actors āØ
(featuring āI Bugiardiniā)āØ
www.youtube.com/watch?v=k7slbhtdm5EāØ
ā¤ service design resourcesāØ
http://www.codesignjam.it/le-nostre-jam/global-service-
jam-2013/risorse-sul-service-design/
ā¤ faces and emotions from the codesign jam āØ
https://vimeo.com/29001980
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