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CityVerve Human Centred Design Induction
Induction Workshop, 27 July 2016
The objective over the next weeks: To develop our ideas in the best possible way, so people will have a great experience using them.
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.
FutureGovFutureGov the digital and design company for public services, are collaborating with FutureEverything on Human Centred Design support.
Simone CarrierHead of Service Design
Matt SkinnerHead of Product Design
Chris EvansProduct Designer
Drew HemmentCreative DirectorDaniel SantosDesign LeadVimla AppadooService DesignerFeimatta ContehProgramme Manager
Natalie KaneCurator and Editor
Tom RowlandsProducer
Callum KirkwoodJunior Producer
Human Centred Design Team FutureEverything, Manchester’s innovation lab for digital culture and smarter cities, is lead on human centred design and culture & public realm in CityVerve.
Who are FutureEverything?
MANCHESTER’S INNOVATION LAB FOR DIGITAL CULTURE. LEAD ON HUMAN CENTRED DESIGN AND CULTURE & PUBLIC REALM IN CITYVERVE.
Who are FutureGov?
WE ARE THE DIGITAL AND DESIGN COMPANY FOR PUBLIC SERVICES.
Introduction
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.
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.
WE DESIGN USEFUL THINGSValue comes from products that
are purposeful. Our commitment is to design products that have a meaningful impact on people’s
lives; IoT technologies are merely tools to enable that.
WE ARE DELIBERATE ABOUT WHAT DATA WE COLLECT
This is not the business of hoarding data; we only collect data that serves the utility of the product and service. Therefore, identifying what those data points are must be conscientious and
deliberate.
WE BUILD AND PROMOTE A CULTURE OF PRIVACY
Equally severe threats can also come from within. Trust is violated when
personal information gathered by the product is handled carelessly. We build and promote a culture of integrity where
the norm is to handle data with care.
WE EMPOWER USERS TO BE THE MASTERS OF THEIR OWN DOMAIN
Users often do not have control over their role within the network of stakeholders
surrounding an IoT product. We believe that users should be empowered to set
the boundaries of how their data is accessed and how they are engaged
with via the product.
Some IoT platforms are ‘citizen led’ – made and maintained by a community of users
Maker culture
Is there scope for people to contribute to and change your project?
Citizens as stakeholders?
Taxi drivers on streets protest about Uber… NOT what success looks like!
Experimenting with the process all in one day
The human centred design process
Outline of the program
Intro to HCD
Doing research with service users
Analysing research and developing ideas
Prototyping ideas and testing them with service users
Creating a delivery plan
27/07
Teams work independently
Teams work independently
Teams work independently
Teams work independently
Teams work independently
Teams work independently
Community Champions
Be aware: It might feel a little uncomfortable at times. But it’ll be
alright.
What makes the difference between good and bad design?
The focus on people’s needs who are using the designs.
An example from the IOT world
Philips Hue
Philips Hue
The design process
If you asked a designer
CITIZENS MEANINGFULLY ENGAGED IN ‘OPEN PROTOTYPING’
The challenges Insight Definition ActionIdeas Embed
DISCOVER DEFINE DEVELOP DEPLOYSpeak 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.
MOBILISEEngage people, create relationships, build community.
ITERATEMake changes and repeat the process, learning the whole time.
DESIGN IS AN ITERATIVE PROCESS !
MEASURE
BUILD
PROTO
TYPE
DESIGN
EVALUATE
LEARN
Design is not an linear process - it is iterative and agile
Design is not an linear process - it is iterative and agile
MOBILISE
DISCOVER DEFINE DEVELOP DELIVER DISCOVER DEFINE DEVELOP DELIVER DISCOVER DEFINE DEVELOP DELIVER
Mobilise
MOBILISEHow do you engage users?
Users are people, just like you.
Community Performance Indictors
Collaborate with citizens as stakeholders to define and measure success.
CITYVERVE COMMUNITY CHAMPIONS
Local young people, trained in role play, facilitation and filmmaking
Supporting user research – workshops and role play to engage residents and service users
CITYVERVE CULTURE & PUBLIC REALM
Art and experiences engaging the public in CityVerve
Art and experiences engaging the public in CityVerve
CITYVERVE CULTURE & PUBLIC REALM
Discover
DISCOVER What is design research?
What is design research?
It creates empathy. It helps to understand the problem you are trying to solve. It inspires new ideas.
EMPATHY
UNDERSTANDING PRACTITIONERS
“Understanding everything out there is overwhelming. I can’t do that at the same time as doing an assessment”
Understanding practitioners and service providers as shortcut to users
Ethnographic research to understand citizens
Ethnographic research to understand citizens
Tips to “discover”
Don’t consult - observe.Be curious and listen.Be brave and leave your desk.
What kind of researchdo you do in your everyday practise?
Define
DEFINE:Solving the right problem
UNPACKING INSIGHTS TO DEFINE A BRIEF
Interpret your research Build insights. Share with others. Create an inspiring design brief.
A design brief
How can we redesign a vase for flowers?
A better design brief
How could we live with more plants inside our homes?
Creating a good design brief
Original brief: Solve youth unemployment in rural Albania.
Refined brief: How might we inspire young people in Albania to think about the dream job?
Tips to “define”
Really understand the problem.Put the user in the centre.Avoid solutions.
What’s your experience with focusing on one problem at a time? Does it make things easier or more difficult?
Exercise: Discover
Find out as much as you can about what your users current experience is. What is good about it? What are they struggling to do?
Plan your research
Who are your users?
What do you think you know already?Where will you find them?
What do you want to find out?What open and interesting questions can you ask?
15 min
Go out, talk to people and document what was said
Listen carefully.
Ask why.
45 min
Welcome back!
How was your experience?
Market Research
What people sayWhat people will buyLarge sample sizesBroad insights
Design Research
What people doHow people use a product / serviceSmall sample sizesDeep, focused insight
FOR GREAT IDEAS GO DEEP – NOT WIDE
!For great ideas - go deep not wide
Source: Jakob Nielson & Tom Landauer
Discovered Usability issues
0 3 6 9 12 15
25%
50%
75%
100%
Amount of participants
Source: Jakob Nielson & Tom Landauer
Amount of participants
Discovered usability issues
Quality, not quantity
Exercise: Define
Build insights from your research. Produce three design briefs phrased as “How might we” question.For example: “How might we make it easier for people to understand when it is safe to exercise outside?”
30 min
How might we…
… make it easier
… for Mancunians
… to understand when it is safe to exercise outside?
do what?
for who?
what for?
Develop & iterate ideas
DEVELOP IDEASHow to come up with good ideas?
How to come up with good with ideas?
Agree on the problem you want to solve. Aim high and go a little crazy.
HOW CAN THIS…
Get inspired by things outside your sector
INFORM THIS?
BE OPEN TO MAD IDEAS (AT LEAST TO BEGIN WITH)
Tips to “develop ideas”
Don’t do it alone. Visualize. Go for quantity. Judge later.
How do you come up with new ideas?
Exercise: Develop ideas
Chose one of your “How-might-we” statements.
Don’t restrain yourself and think wildly - create at least 6 ideas how to improve your existing idea and come up with a new one.
Chose your best idea.
30 min
Deliver
DELIVER How to deliver quickly and well?
How to deliver quickly an well? It’s not about delivering the perfect solution, but something you can get feedback on.
Fail early, fail often
learn
learn
How to deliver quickly and well? Through agile delivery.
What a prototype might look like
Learn in a safe environment
Paper prototypes
Testing a service experience
Tips to “deliver”
Be brave and share your work early. Seek feedback to iterate - (not to get a pad on your back).
How do you deliver projects?
What’s your experience with starting small or agile delivery?
Exercise: Develop ideas
You only have 20 minutes time and the materials available in the room - how would you start prototyping your idea?
20 min
But doesn’t this process make things more expensive?
It’s less expensive than creating something people don’t want or can’t use.
Next steps
What we’d like you to do before we meet next time
1. Each team on Slack. 2. Plan your user research
based on tools today. 3. Gather existing research
and identify gaps.
What we’d like you to do before we meet next time
4. Could you find and identify a user to interview?
Next Time?
3 half days workshops with each team to go over research plans and go out and do more
Please leave some feedback for us.
Thank you!