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DESIGN CAMP Jonas Landgren (PhD) Crisis Response Lab Department of Applied IT Chalmers University of Technology

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DESIGN  CAMP    

Jonas  Landgren  (PhD)  Crisis  Response  Lab  

Department  of  Applied  IT  Chalmers  University  of  Technology  

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IdenAfy  and  materialize  design  concepts  with  capability  to  meet  the  needs  and  desires  of    the  people  in  local  communi2es  in  2mes  of  humanitarian  response  opera2ons.  

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BACKGROUND                    

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1.  No  it  will  not  work,  listen  I  have  been  working  with  this  for  20  years….  

2.  In  1995…we  tried  it  but  it  failed….  3.  We  know  what  they  need….  4.  When  I  send  my  guys  into  a  situaAon  they  

must  have  the  best  tools…..  5.  When  we  help  people…  

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1.  Every  disaster  response  is  unique???  2.  People  affected  by  a  disaster  are  vicAms??  3.  People  affected  by  a  disaster  need  help??  4.  Rapid  Response  teams  rescue  people??  5.  Efficient  InformaAon  sharing  is  important??  6.  Mobile  phone  systems  are  unreliable??  

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WE  ARE  DESIGNERS    WE  ARE  DEALING  WITH  REAL  WORLD  DESIGN  PROBLEMS    

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New  challenges  IN  THE  LAB            >>      IN  THE  WILD    USERS              >>      PEOPLE    DEMONSTRATORS        >>      WORKING  APPS    THEORETICAL  CONTRIBS    >>      THEORY  IN  PRACTICE    A  SINGLE  RESEARCHER      >>      INTERDISCIPLINARY  TEAMS    

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•  AcAon  research  •  CollaboraAve  research  •  Technology-­‐centric  design  •  Ethnography  &  workplace  studies  •  End-­‐user  involvement  •  ParAcipatory  design  

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Examples  of  Humanitarian  Work  by  Doctors  Without  Borders  

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In  Afgooye,  a  former  university  campus  west  of  the  Somali  capital,  Mogadishu,  an  esAmated  50,000  people  have  been  seeking  refuge  among  the  local  populaAon.    Here,  displaced  people  gather  for  the  distribuAon  of  safe  drinking  water  (2007).  

©  MSF  

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©  Albert  Viñas/MSF  People  displaced  by  violence  fill  jerrycans  from  a  group  water  supply  in  Salamat,  Chad  (2007).  

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Ethnic  Hmong  refugees  from  Laos  are  currently  confined  to  a  camp  controlled  by  the  Thai  military  in  Thailand’s  northern  Petchabun  province.    Once  a  day,  Hmong  refugee  children  are  allowed  to  leave  the  camp  to  alend  school  (2008).   ©  Daniela  Abadi/MSF  

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Design  Camp  Field  expediAon   Idea  Playground  HCD  

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ObjecKves  

Explore  the  world  with  a  DESIGN  PERSPECTIVE.  A.  exposed  to  field  work  B.  exposed  to  design  work  C.  learn  from  insane  team  work  

o Learn  to  make  use  of  the  opportuniAes  that  exisist  even  in  condensed  Ame  frames  and  with  a  non-­‐visible  budget.  

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•  The  goal  is  to  idenAfy  and  materialize  design  concepts  with  capability  to  meet  the  needs  and  desires  of    the  people  in  local  communi2es  in  2mes  of  humanitarian  response  opera2ons.  

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Combine  things  in  new  ways  

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2me  

Professional  response  organizaAons  

People  in  local  communiAes  

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HAVE  YOU  DONE    YOUR  HOME  WORK?  

hlps://sites.google.com/site/24hcrdc/  

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HUMAN  CENTRED  DESIGN  

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HCD-­‐Toolkit    

www.ideo.com    

 Open-­‐Source    

Chip  Heath  

Tom  Kelley  

Bill  Moggridge  

Tim  Brown  

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Disclaimer!!

THE HCD-toolkit is !NOT perfect nor complete.!

 !But, it provides INSPIRATION to learn more about using a design perspective in your practice and research.!

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•  Human-­‐Centered  Design  (HCD)  is  a  process  and  a  set  of  techniques  used  to  create  new  soluAons  for  the  world.    

•  The  reason  this  process  is  called  “human-­‐centered”  is  because  it  starts  with  the  people  we  are  designing  for.    

 Solu2ons  in  terms  of  products,  services,  environments,  organiza2ons,  and  modes  of  interac2on.    

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Three  Lenses  

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HEAR  :  CREATE  :  DELIVER  •  HEAR:  During  the  Hear  phase,  your  Design  Team  will  collect  stories  and  

inspiraKon  from  people.  You  will  prepare  for  and  conduct  field  research.  

•  CREATE:In  the  Create  phase,  your  Design  Team  will  work  together  in  a  workshop  format  to  translate  what  you  heard  from  people  into  frameworks,  opportuniAes,  soluAons,  and  prototypes.  During  this  phase  you  will  move  together  from  concrete  to  more  abstract  thinking  in  idenAfying  themes  and  opportuniAes  and  back  to  the  concrete  with  soluAons  and  prototypes.  

•  DELIVER:  The  Deliver  phase  will  begin  to  realize  your  soluKons  through  rapid  revenue  and  cost  modeling,  capability  assessment,  and  implementaAon  planning.  This  will  help  you  launch  new  soluAons  into  the  world.  

•  Senarious:  (Day),  Week-­‐long,  Several  months,  acAvate  exisAng  insights  

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H  -­‐  C  -­‐  D  

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HEAR      

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HEAR  THEORY  

•  inspire  imaginaAon  and  inform  intuiAon  about  new  opportuniAes  and  ideas.  

•  QualitaAve  methods  can  help  unveil  people’s  social,  poliAcal,  economic,  and  cultural  opportuniAes  and  barriers  in  their  own  words.  

•  Deep  understanding,  not  broad  coverage  

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Hear  Steps  

1.  IdenAfy  a  Design  Challenge  2.  IdenAfy  People  to  Speak  With  3.  Choose  Research  Methods  (Individual  and  

Group  Interviews,  In-­‐Context  Immersion)  4.  Develop  an  Interview  Approach  (Guide,  

Scenario-­‐based  quesAons,  Techniques)  5.  Develop  Your  Mindset  (Beginners,  Observe  v.  

Interpret)    

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IdenKfy  a  Design  Challenge  

A  good  Design  Challenge  should  be:  »  Framed  in  human  terms  (rather  than  technology,  product,  or  service  funcAonality)  

»  Broad  enough  to  allow  you  to  discover  the  areas  of  unexpected  value  

»  Narrow  enough  to  make  the  topic  manageable  

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Advice  when  idenKfying  your  challenges    

•  Look  for  clichés  /  stereotypes  

•   Invert,  Deny,  Scale,  

•  Formulate  hypothesis:  – What  if  ….  

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CREATE  

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CREATE  

•  To  move  from  research  to  real-­‐world  soluKons,  you  will  go  through  a  process  of  synthesis  and  translaAon.    

•  This  is  the  most  abstract  point  of  the  process  where  concrete  needs  of  individuals  are  transformed  into  high-­‐level  insights  about  the  larger  populaAon  and  system  frameworks  are  created.  

•  During  this  phase,  soluAons  are  created  with  only  the  Desirability  filter  in  mind.  

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CREATE  THEORY  

•  Synthesis  takes  us  from  inspiraKon  to  ideas,  from  stories  to  soluKons.  

•  Brainstorming  makes  us  think  expansively  and  without  constraints.  

•  Prototyping  is  about  building  to  think.  

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Create  Steps  

 1.  Share  Stories  2.  IdenAfy  Palerns  (Extract  Key  Insights,  Find  

Themes,  Create  Frameworks)  3.  Create  Opportunity  Areas  4.  Brainstorm  New  SoluAons  5.  Make  Ideas  Tangible  6.  Gather  Feedback  

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MAKE  IDEAS  TANGIBLE  •  Prototyping  is  about  buiding  to  think  -­‐  whatever  it  takes  to  

communicate  the  idea.  Prototyping  allows  you  to  quickly  and  cheaply  make  ideas  tangible  so  they  can  be  tested  and  evaluated  by  others  -­‐  before  you’ve  had  Ame  to  fall  in  love  with  them.  

BUILD  TO  THINK  :      ROUGH,  RAPID,  RIGHT:  ANSWERING  QUESTIONS  

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GATHER  FEEDBACK  

A  great  way  to  get  honest  feedback  is  to  take  several  concepts  or  versions  out  to  meet  people.    

When  there  is  only  one  concept  available,  people  may  be  reluctant  to  criAcize.    

However,  when  allowed  to  compare  and  contrast,  people  tend  to  speak  more  honestly.  

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DELIVER  

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Deliver  

 Once  the  design  team  has  created  many  desirable  soluAons,  it  is  Ame  to  consider  how  to  make  these  feasible  and  viable.  The  Deliver  phase  will  catapult  the  top  ideas  toward  implementaAon.  

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DELIVER  THEORY  •  Delivering  soluKons  starts  with  creaKng  low-­‐investment,  low-­‐cost  

ways  of  trying  out  your  ideas  in  a  real-­‐world  context.    •  ImplementaKon  is  an  iteraKve  process  that  will  likely  require  

many  prototypes,  mini-­‐pilots  and  pilots  to  perfect  the  soluKon  and  support  system.  

 

•  This  process  invites  you  to  work  in  the  belief  that  new  things  are  possible….  

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Deliver  Steps  

 1.  Generate  several  business  models  for  your  

soluAons.  2.  IdenAfy  CapabiliAes  Required  for  Delivering  

SoluAons  (DistribuAon,  Requirements  v.  CapabiliAes,  PotenAal  Partners)  

3.  Plan  a  Pipeline  of  SoluAons  

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PLAN  MINI-­‐PILOTS  &  ITERATION  For  each  soluAon  in  your  pipeline,  it  is  important  to  idenAfy  

simple,  low-­‐investment  next  steps  to  keep  the  ideas  alive.  One  way  to  keep  iteraAng  and  learning  is  to  plan  mini-­‐pilots  before  large-­‐scale  pilots  or  full-­‐scale  implementaAon.  

 For  each  mini-­‐pilot,  ask  three  quesKons:  »  What  resources  will  I  need  to  test  out  this  idea?  »  What  key  quesAons  does  this  mini-­‐pilot  need  to  answer?  »  How  will  we  measure  the  success  of  this  mini-­‐pilot?    >>  MINI-­‐PILOT  PLANNING  WORKSHEET  >>  

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Combine  things  in  new  ways  

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2me  

Professional  response  organizaAons  

People  in  local  communiAes  

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Design  Camp  Field  expediAon   Idea  Playground  IntroducAon  

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Design  Camp:  Tilburg  2011  idenAfy  and  materialize  design  concepts  with  capability  to  meet  the  needs  and  desires  of    the  people  in  local  communi2es  in  2mes  of  humanitarian  response  opera2ons:    Dimensions:  •  Limited  viable  func2onality    •  Organiza2onal  and  organizing  aspects    •  Business  models  •  Deployment  approaches  

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 FORM  DESIGN  TEAMS  

 FIELD  EXPEDITION  

 IDEA  PLAYGROUND  

 

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Your  iniKal  ideas   Insights  from  fieldwork  

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•  Approach  people  in  a  gentle  way  ”we  are  working  on  a  project  about  sucide  bombers…..”      •  Prepare  a  few  quesAons  

•  Adjust  your  quesAons  if  necessary      

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•  Formulate  a  set  of  SIMPLE  interview  quesAons  •  Try  to  get  peoples  stories  and  thinking  

”Describe……”  ”Based  on  your  experience,…….”    

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 Equip  the  group  with  a:  -­‐  Camera  -­‐  Note  books  -­‐  ….confidence      

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IDEA  PLAYGROUND  

 

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GRAND  FINALE  A  nice    informaAon  package  presenAng  your  work  -­‐  Your  case  -­‐  Your  assumpAons  -­‐  Your  collected  stories  -­‐  Your  suggested  soluAon  -­‐  Photos  of  mockups  and  more  

15  min  unusual  presentaAon  by  the  enAre  team  

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H  -­‐  C  -­‐  D  

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Combine  things  in  new  ways  

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2me  

Professional  response  organizaAons  

People  in  local  communiAes  

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hlp://www.businessmodelgeneraAon.com/