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CO-DESIGN
tools and techniques
@alessioricco1
WHAT IS CO-DESIGN
➤ 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 usable



(wikipedia)
photo from https://feeoonah.wordpress.com/2
THE POINT OF VIEW OF CONSULTANCY
➤ “How 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?”
Dialogic Organisation Development: Theory and Practice of Transformational Change

(Ed: Bushe, Marshak)
3
WHO
➤ all the stakeholders could be
actively involved in the design
process
➤ designers
➤ IT people
➤ marketing
➤ users
➤ citizens
➤ etc..
photo (CC) Stuart Rayner, St. Helens4
WHY
➤ INNOVATION

the designer will see things
from different points of view
and it’s lead to create things in
different ways, with different
approaches, materials and
people
photo from https://flexhousing.wordpress.com/flex-dundee-workshop/5
WHY
➤ INNOVATION
➤ USER CENTRED APPROACH

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
WHY
➤ INNOVATION
➤ USER CENTRED APPROACH
➤ DEMOCRATIC

users, stakeholders, designers
have the right to partecipate in
the process because they are
involved at different level
photo from https://flexhousing.wordpress.com/flex-dundee-workshop/7
THE POINT OF VIEW OF STAKEHOLDERS
➤ Co-design is aimed at developing a sense of joint
ownership regarding the specific project, since
various stakeholders have voice in the process.

Dialogic Organisation Development: Theory and Practice of Transformational Change

(Ed: Bushe, Marshak)
8
“We own what we create”
WHEN
➤ change management
➤ willingness to delegate or
reduce control
➤ need share the design process
ownership
photo Simon Blackley9
WHERE
➤ the venue depend by the co-
design activity itself, the
number of participants, the
material and equipment
availability (whiteboards,
printers, post-it, tables, etc…)
photo from https://flexhousing.wordpress.com/flex-dundee-workshop/10
PREPARING THE WORKSHOP
Making Things Works
11
ORGANIZATION CHECKLIST:
➤ define the purpose
➤ who will attend? who they are? how should they be selected?
➤ how they expect?
➤ how participatory should it be the workshop?
➤ how long should be the co-design activity?
➤ programme planning
➤ language, language differences, interpreters, cultural differences
➤ logistic, how to manage transport
➤ material and equipment
➤ outputs: video, prototypes, reports
➤ follow-up: how and who
➤ food, special needs
➤ cultural awareness
➤ all the things that are not in this list :)
12
FACILITATOR
make things easy
13
FIND YOUR OWN STYLE MIXING 3 DIFFERENT DELIVERY STYLES:
14
lecturer trainer facilitator
characteristic
➤ up front style
➤ expert
➤ good public speaker
➤ no flexibility in group
change
➤ 60/40 front/moving
➤ not necessary the
expert
➤ exercises and demo
➤ more flexible
➤ move around
➤ only facilitation
skills
➤ 30/70 verbal,
exercises
➤ absolutely
interactive
material projector, slides, video
visual aids and flinchers,
handbook for
participants
wide range of visual,
audio and kinaesthetic
materials
model
➤ imparting knowledge
➤ little hands on
➤ questions at the end
➤ sharing knowledge
➤ hands on sessions
➤ questions at the end
of sessions
➤ sharing experience
and skills
➤ mostly hands on
➤ questions, questions,
questions
How to run a great workshop - Nikki Highmore Sims, Pearson-Prentice Hall
FACILITATOR SHOULD:
➤ show respect
➤ establish rapport
➤ abandon preconceptions
➤ hand over the stick
➤ watch, listen, learn
➤ learn from mistakes
➤ be self-critical and self aware
➤ be flexible
➤ support and share
➤ be honest
15
Young people and sexual Health Project, Department of public health medicine, University of Hull, 1995
ICEBREAKING
How to start with no embarrass
photo from http://explorenorth.com/16
WARMUP CHECKLIST
➤ be relaxed and smile
➤ ask people to help you (chairs, tables, badges, etc..)
➤ ask them to express their expectations
➤ objectives definition/presentation, discuss them
➤ mutual introductions
“INTRODUCE YOURSELF”
some examples of great introduction games
18 photo by reddit
ASK THE PARTICIPANTS TO
➤ stand up, introduce themselves and tell….

(their breakfast, the last thing they read before the workshop,
etc…)
➤ walk around the space and greet, shaking hands and introduce
themselves
➤ find an inspiring object from their place and bring it to the
workshop, explaining why it’s so important for them
➤ introduce themselves using a hourglass or keeping a match in
their hands
GROUPING
how to find the perfect mix
20
SOME TIPS FOR A GOOD GROUP BUILDING
➤ create homogeneous groups per gender, age, skills, company
functions, etc.
➤ ask participants to avoid to group with friends, colleagues,
relatives, etc.
➤ create common interests groups
➤ create matchmaking games

(eg: give each participants a puzzle piece and make them find
their counterparts)
21
EXAMPLE: CODESIGN JAM
➤ N groups of 5 participants maximum
➤ each group must have a developer, a designer and three other
participants with different background and skills.
➤ take N postcards (each for group), cut each of them in 5 pieces
➤ put the pieces in 3 jars, one jar for developers, one for the
designers and one, bigger, for the other participants
➤ the smaller jars contains N pieces, each one from a different
postcard, the bigger one contains N*3 pieces
➤ each participant should take a piece from the right jar and find
the right counterpart
22 photo by clipartpanda.com
ACTIVITIES
see the world with different eyes
23 photo by reddit
THREE ACTS
Open
Divergent
A
Ideas 

& 

Informations
THREE ACTS
Open Explore
Divergent Emergent
A
Ideas 

& 

Informations
Experiment 

& 

Test
THREE ACTS
Open Explore Close
Divergent Emergent Convergent
A B
Ideas 

& 

Informations
Experiment 

& 

Test
Decision 

& 

Action
4 DIFFERENT KIND OF GAMES ACTIVITIES
➤ core activities

(that work well in any situation)
➤ opening activities

(to use for generating ideas)
➤ exploring activities

(working with generated ideas, finding serendipity)
➤ closing activities

(prioritization,voting and comparison)
27
4 DIFFERENT KIND OF GAMES ACTIVITIES
➤ core activities

(that work well in any situation)
➤ opening activities

(to use for generating ideas)
➤ exploring activities

(working with generated ideas, finding serendipity)
➤ closing activities

(prioritization,voting and comparison)
28
CORE GAMES
evergreens
29
AFFINITY
MAP
ask a question, collect the
answers, create affinity clusters
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
società oppure installa driver e antivirus
ai colleghi. oppure entrambe le cose.
chatta con i colleghi.
si sente frustrato. potrebbe
fare di più ma all’azienda
questo non interessa e lo
impiegano male
“è meglio non coinvolgere
il reparto ICT perchè è
troppo lento, ci blocca le
attività, non è agile nelle
decisioni”
viene interrotto da colleghi che chiedono
qualunque cosa
RTFM!
LOL!
EMPATHY MAP
OTHER POSSIBLE GAMES
➤ card sorting
➤ storyboard
➤ dot voting
➤ 7P Framework

(Purpose, Product, People, Process, Pitfalls, Prep, Practical Concerns)
32
OPENING GAMES
how to facilitate the divergent stage
33
STAKEHOLDER

ANALYSIS
mapping the stakeholders in a grid using
“power” and “interest” as measure
34
COVER STORYthink the future of your organisation and visualise it
35 photo by https://wiki.library.ucsf.edu/display/EdTechStrategic/Our+Work
EXPLORATION GAMES
how to facilitate the emergent stage
36 photo by reuters
BLIND SIDEdisclose and discovery information that can impact success in the company
37 photo from gamestorming.com
38
38
39
39
BUSINESS MODEL CANVAS
OTHER POSSIBLE GAMES ACTIVITIES
➤ world cafè
➤ open space
➤ Affinity map
➤ etc, etc..
40
CLOSING GAMES
how to facilitate the convergent stage
41 photo from Reservoir Dogs
42
42photo from asynchrony
43
43
ETHOS, LOGOS, PATHOSevaluate your value proposition using the three elements of the aristotelian rhetoric
44
44
WHO, WHAT, WHEN
who what when done?
OUTPUTS
45 photo from Reservoir Dogs
SOME OUTPUT EXAMPLES
➤ pictures/flipchart produced during the co-design activities
➤ prototypes
➤ storyboards
➤ models
➤ video, animations
➤ 3d prints
➤ software prototypes
➤ etc, etc..
46
47
47
48
48 PROTOTYPE
49
49 SKETCHING
PARTICIPATORY

WORKSHOPS
50
GAME

STORMING
51
HOW TO RUN

A GREAT

WORKSHOP
52
CODESIGN JAM ROMA
53
www.codesignjam.it
CODESIGN JAM ROMA MATERIAL
➤ improclinic: test your prototype using improv actors 

(featuring “I Bugiardini”)

www.youtube.com/watch?v=k7slbhtdm5E

➤ service design resources

http://www.codesignjam.it/le-nostre-jam/global-service-
jam-2013/risorse-sul-service-design/
➤ faces and emotions from the codesign jam 

https://vimeo.com/29001980
54
55
55
IMPROVE-UX
photo from asynchrony
@alessioricco

https://it.linkedin.com/in/alessioricco
Thank you!

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Co-design tools and techniques - world usability day rome 2015

  • 2. WHAT IS CO-DESIGN ➤ 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 usable
 
 (wikipedia) photo from https://feeoonah.wordpress.com/2
  • 3. THE POINT OF VIEW OF CONSULTANCY ➤ “How 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?” Dialogic Organisation Development: Theory and Practice of Transformational Change
 (Ed: Bushe, Marshak) 3
  • 4. WHO ➤ all the stakeholders could be actively involved in the design process ➤ designers ➤ IT people ➤ marketing ➤ users ➤ citizens ➤ etc.. photo (CC) Stuart Rayner, St. Helens4
  • 5. WHY ➤ INNOVATION
 the designer will see things from different points of view and it’s lead to create things in different ways, with different approaches, materials and people photo from https://flexhousing.wordpress.com/flex-dundee-workshop/5
  • 6. WHY ➤ INNOVATION ➤ USER CENTRED APPROACH
 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 ➤ INNOVATION ➤ USER CENTRED APPROACH ➤ DEMOCRATIC
 users, stakeholders, designers have the right to partecipate in the process because they are involved at different level photo from https://flexhousing.wordpress.com/flex-dundee-workshop/7
  • 8. THE POINT OF VIEW OF STAKEHOLDERS ➤ Co-design is aimed at developing a sense of joint ownership regarding the specific project, since various stakeholders have voice in the process.
 Dialogic Organisation Development: Theory and Practice of Transformational Change
 (Ed: Bushe, Marshak) 8 “We own what we create”
  • 9. WHEN ➤ change management ➤ willingness to delegate or reduce control ➤ need share the design process ownership photo Simon Blackley9
  • 10. WHERE ➤ the venue depend by the co- design activity itself, the number of participants, the material and equipment availability (whiteboards, printers, post-it, tables, etc…) photo from https://flexhousing.wordpress.com/flex-dundee-workshop/10
  • 11. PREPARING THE WORKSHOP Making Things Works 11
  • 12. ORGANIZATION CHECKLIST: ➤ define the purpose ➤ who will attend? who they are? how should they be selected? ➤ how they expect? ➤ how participatory should it be the workshop? ➤ how long should be the co-design activity? ➤ programme planning ➤ language, language differences, interpreters, cultural differences ➤ logistic, how to manage transport ➤ material and equipment ➤ outputs: video, prototypes, reports ➤ follow-up: how and who ➤ food, special needs ➤ cultural awareness ➤ all the things that are not in this list :) 12
  • 14. FIND YOUR OWN STYLE MIXING 3 DIFFERENT DELIVERY STYLES: 14 lecturer trainer facilitator characteristic ➤ up front style ➤ expert ➤ good public speaker ➤ no flexibility in group change ➤ 60/40 front/moving ➤ not necessary the expert ➤ exercises and demo ➤ more flexible ➤ move around ➤ only facilitation skills ➤ 30/70 verbal, exercises ➤ absolutely interactive material projector, slides, video visual aids and flinchers, handbook for participants wide range of visual, audio and kinaesthetic materials model ➤ imparting knowledge ➤ little hands on ➤ questions at the end ➤ sharing knowledge ➤ hands on sessions ➤ questions at the end of sessions ➤ sharing experience and skills ➤ mostly hands on ➤ questions, questions, questions How to run a great workshop - Nikki Highmore Sims, Pearson-Prentice Hall
  • 15. FACILITATOR SHOULD: ➤ show respect ➤ establish rapport ➤ abandon preconceptions ➤ hand over the stick ➤ watch, listen, learn ➤ learn from mistakes ➤ be self-critical and self aware ➤ be flexible ➤ support and share ➤ be honest 15 Young people and sexual Health Project, Department of public health medicine, University of Hull, 1995
  • 16. ICEBREAKING How to start with no embarrass photo from http://explorenorth.com/16
  • 17. WARMUP CHECKLIST ➤ be relaxed and smile ➤ ask people to help you (chairs, tables, badges, etc..) ➤ ask them to express their expectations ➤ objectives definition/presentation, discuss them ➤ mutual introductions
  • 18. “INTRODUCE YOURSELF” some examples of great introduction games 18 photo by reddit
  • 19. ASK THE PARTICIPANTS TO ➤ stand up, introduce themselves and tell….
 (their breakfast, the last thing they read before the workshop, etc…) ➤ walk around the space and greet, shaking hands and introduce themselves ➤ find an inspiring object from their place and bring it to the workshop, explaining why it’s so important for them ➤ introduce themselves using a hourglass or keeping a match in their hands
  • 20. GROUPING how to find the perfect mix 20
  • 21. SOME TIPS FOR A GOOD GROUP BUILDING ➤ create homogeneous groups per gender, age, skills, company functions, etc. ➤ ask participants to avoid to group with friends, colleagues, relatives, etc. ➤ create common interests groups ➤ create matchmaking games
 (eg: give each participants a puzzle piece and make them find their counterparts) 21
  • 22. EXAMPLE: CODESIGN JAM ➤ N groups of 5 participants maximum ➤ each group must have a developer, a designer and three other participants with different background and skills. ➤ take N postcards (each for group), cut each of them in 5 pieces ➤ put the pieces in 3 jars, one jar for developers, one for the designers and one, bigger, for the other participants ➤ the smaller jars contains N pieces, each one from a different postcard, the bigger one contains N*3 pieces ➤ each participant should take a piece from the right jar and find the right counterpart 22 photo by clipartpanda.com
  • 23. ACTIVITIES see the world with different eyes 23 photo by reddit
  • 25. THREE ACTS Open Explore Divergent Emergent A Ideas 
 & 
 Informations Experiment 
 & 
 Test
  • 26. THREE ACTS Open Explore Close Divergent Emergent Convergent A B Ideas 
 & 
 Informations Experiment 
 & 
 Test Decision 
 & 
 Action
  • 27. 4 DIFFERENT KIND OF GAMES ACTIVITIES ➤ core activities
 (that work well in any situation) ➤ opening activities
 (to use for generating ideas) ➤ exploring activities
 (working with generated ideas, finding serendipity) ➤ closing activities
 (prioritization,voting and comparison) 27
  • 28. 4 DIFFERENT KIND OF GAMES ACTIVITIES ➤ core activities
 (that work well in any situation) ➤ opening activities
 (to use for generating ideas) ➤ exploring activities
 (working with generated ideas, finding serendipity) ➤ closing activities
 (prioritization,voting and comparison) 28
  • 30. AFFINITY MAP ask a question, collect the answers, create affinity clusters
  • 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 società oppure installa driver e antivirus ai colleghi. oppure entrambe le cose. chatta con i colleghi. si sente frustrato. potrebbe fare di più ma all’azienda questo non interessa e lo impiegano male “è meglio non coinvolgere il reparto ICT perchè è troppo lento, ci blocca le attività, non è agile nelle decisioni” viene interrotto da colleghi che chiedono qualunque cosa RTFM! LOL! EMPATHY MAP
  • 32. OTHER POSSIBLE GAMES ➤ card sorting ➤ storyboard ➤ dot voting ➤ 7P Framework
 (Purpose, Product, People, Process, Pitfalls, Prep, Practical Concerns) 32
  • 33. OPENING GAMES how to facilitate the divergent stage 33
  • 34. STAKEHOLDER
 ANALYSIS mapping the stakeholders in a grid using “power” and “interest” as measure 34
  • 35. COVER STORYthink the future of your organisation and visualise it 35 photo by https://wiki.library.ucsf.edu/display/EdTechStrategic/Our+Work
  • 36. EXPLORATION GAMES how to facilitate the emergent stage 36 photo by reuters
  • 37. BLIND SIDEdisclose and discovery information that can impact success in the company 37 photo from gamestorming.com
  • 38. 38 38
  • 40. OTHER POSSIBLE GAMES ACTIVITIES ➤ world cafè ➤ open space ➤ Affinity map ➤ etc, etc.. 40
  • 41. CLOSING GAMES how to facilitate the convergent stage 41 photo from Reservoir Dogs
  • 43. 43 43 ETHOS, LOGOS, PATHOSevaluate your value proposition using the three elements of the aristotelian rhetoric
  • 44. 44 44 WHO, WHAT, WHEN who what when done?
  • 45. OUTPUTS 45 photo from Reservoir Dogs
  • 46. SOME OUTPUT EXAMPLES ➤ pictures/flipchart produced during the co-design activities ➤ prototypes ➤ storyboards ➤ models ➤ video, animations ➤ 3d prints ➤ software prototypes ➤ etc, etc.. 46
  • 47. 47 47
  • 52. HOW TO RUN
 A GREAT
 WORKSHOP 52
  • 54. CODESIGN JAM ROMA MATERIAL ➤ improclinic: test your prototype using improv actors 
 (featuring “I Bugiardini”)
 www.youtube.com/watch?v=k7slbhtdm5E
 ➤ service design resources
 http://www.codesignjam.it/le-nostre-jam/global-service- jam-2013/risorse-sul-service-design/ ➤ faces and emotions from the codesign jam 
 https://vimeo.com/29001980 54