This workshop will present and validate the usefulness of a framework for improving knowledge exchange (KE) tools. We propose an improvement framework, where participants collaboratively improve the ...functions, instructions and flexibility of tools to develop their engagement practices. In this workshop, we will lead participants through a creative engagement activity, where participants will learn through doing how to improve KE tools within a collaborative improvement framework. The potential workshop outcomes are new tool ideas and knowledge as a result of a collective and fruitful experience among participants. Participants will gain new knowledge on how to improve the engagement with groups of nondesigners through the improvement of KE tools and other tools, such as participatory tools. Further research involves inviting participants to take part in a research study on the potential applications of the improvement framework to their own work.
This research reports on a co-design project to improve creative engagement tools with academics and public sector organisations in the northwest UK. Creative engagement (which is a staple of ...co-design activities but also used widely outside design) is often supported by tools and resources. However, there is a need to tailor tools for specific contexts to accommodate the skills and practices of creative engagement professionals and the contexts in which they work. While there is a literature examining tools in co-design and to a lesser extent in wider creative engagement activities, there is a lack of research on how tools can be improved. This article presents a framework that enables engagement practitioners to improve the tools they use in their practice. Following a Participatory Action Research approach, three case studies document the application and testing of the improvement framework. The paper discusses the insights and lessons learnt from this process and the impact of the new improvement activities on the practices of the creative engagement professionals. The research outcomes include building improvement capabilities in participants and understanding of how the framework works in practice and how it could be more widely applied to tool improvement within and beyond co-design.
This research explores a new collaborative improvement framework called improvement matrix, where the instructions, functions and flexibility of tools are improved within three layers of engagement. ...This paper describes how the framework was tested in practice through a series of workshops, where engagement practitioners redesigned tools to improve their engagement practices as part of a larger action research project. This research provided a dual outcome that enabled participants to gain a tangible benefit from improved versions of tools that came out from the process as well as enabled us to develop a deep understanding of the improvement process as the research output. The findings from three case studies suggest how the framework plays out in practice, providing guidelines on how to improve tools using the improvement matrix. We found that the matrix can be used for different purposes, such as improving flexibility of tools or designing facilitation approaches.
The improvement matrix is a framework used for improving knowledge exchange tools in order to develop engagement practices. It consists in a new improvement practice, in which engagement ...practitioners collaboratively improve the functions, instructions and flexibility of tools to develop their own practices. This research aims to look at potential applications of the improvement matrix in other design practices to establish its quality and credibility. In this research project, we will present the improvement matrix to delegates, and engage participants to provide critical feedback on the research claims presented in the framework. This can happen as a 1-on-1 or as a group discussion at any point in the conference to be negotiated with participants. Participants will gain new knowledge on how to improve tools through reflecting on how the framework can be applied to their practices. The potential outputs will allow the researchers to reconsider certain elements of the framework.
Knowledge exchange involves sharing ideas, expertise and approaches among individuals, communities or organisations within an open design space, such as workshop-like events. These spaces enable ...people to engage collaboratively in the design and decision-making of projects, programmes and policies that affect their lives, where tools are often used to support creative engagement activities that aim at achieving a desired outcome. However, many generic tools or prescribed tools do not fit to skills or expectations of those participating in knowledge exchange processes. One approach to design better creative engagement is to improve tools for specific contexts as well as the flexibility in tool use to fit different design practices. Within this scenario, this thesis proposes a framework to improve tools as a response to the research question: How can knowledge exchange tools be improved? The framework called Improvement Matrix was built through a literature review on the knowledge exchange approaches of co-design and participatory design, and tested in practice through a series of workshops as part of an action research. Drawing on the theories and practices of designing tools, the framework was tested through three case studies, where engagement practitioners genuinely interested in improving tools to develop their practice, co-designed improvements of tools using three dimensions within the overlapping practices of planning, facilitating and doing activities, providing evidence to develop a deep understanding of the proposed framework. In conclusion, the review of the case study findings with experts in participatory design approaches and tools, suggested that the developed framework was useful and applicable to a variety of knowledge exchange practices, promoting new ways of thinking about the design of tools and workshops. Further research involves exploring the framework with designers, practitioners or other design research areas to see how it would work in practice, tracking changes in the framework over time.
Inequality is fundamental to capitalism. Designers have contributed to this by increasing value of goods and services, empowering the world's richest 1% who have control over privately owned assets. ...This enables a small group of people to access the best education, jobs, and positions of authority, creating inequality of opportunity, exclusive privileges, and lack of heterogeneous voices in public and private decision-making processes. This supports centralised control of resources, economic instability, and environmental concerns and focuses population and job opportunities in urban areas. To address these issues, design researchers should develop alternatives to challenge the dominant paradigm by building resilient communities, where decentralisation of power, self-organisation, and cooperative values are facilitated through trust and co-design. That is, designing approaches rooted in more sustainable socioeconomic and political paradigms. One alternative way to overcome current issues that has attracted design researchers', activists', and practitioners' interest is the design for commonism.
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The aim of this dissertation is to develop a design pattern language for television commerce that can support designers and developers to create applications with positive user experiences. The research is divided into three phases. In the first phase, it was performed an analysis in twelve existing t-commerce applications in order to identify the purchase process and the elements of graphical user interface used to do
online shopping. In the next phase, three focus group sessions composed by 26 participants was performed in order to collect ideas and expectations resulted from anticipated use of application t-commerce for formulating hypotheses to be tested in the next phase. In the third phase, an experiment with 8 volunteers have been performed and it is consisted to show videos demonstrations with various solutions found in the previous phases and then gather their opinions to characterize each solution found. Also, at that phase, it was possible to define users profiles which will assist designers and developers alongside the design pattern language. The results obtained in these three phases were organized into a framework for design patterns that formats the results in a context, problem and solution. The pattern design framework allows helping designers and developers in the design of t-commerce application with improved user experiences.
A presente dissertação tem como objetivo desenvolver uma linguagem de padrões de design para comércio televisivo que auxilie designers e desenvolvedores na concepção de aplicativos com melhores experiências para o usuário. Para alcançar o;
objetivo da pesquisa, ela foi dividida em três fases. Na primeira fase, foi realizado um estudo analítico em doze aplicações existentes de comércio televisivo com objetivo de identificar o processo de compra realizado e os elementos das interfaces com os usuários utilizados para efetuar uma compra. Na fase seguinte, três sessões de grupo de foco compostos por 26 participantes foram realizados a fim de que fossem coletadas ideias e expectativas antes do uso de uma aplicação de comércio televisivo com o intuito de levantar hipóteses a serem testadas na etapa seguinte. Na terceira fase, um experimento foi realizado com 8 voluntários que consistiu em apresentar vídeos de demonstrações de uso com diversas soluções encontradas nas etapas anteriores, e então, coletar suas opiniões de forma a caracterizar cada solução encontrada. Nessa fase também foi possível definir perfis de usuários que poderão auxiliar os designers e desenvolvedores em conjunto com a linguagem de padrões de design. Os resultados obtidos nessas três fases foram organizados em um framework para padrões de design que formata os resultados obtidos nas três fases da pesquisa em um contexto, problema e solução. O uso de um formato de padrões de design possibilita designers e desenvolvedores a se orientarem na concepção de aplicativos;
de comércio televisivo com melhores experiências para usuários.