Participatory design

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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. Participatory design is an approach which is focused on processes and procedures of design and is not a design style. The term is used in a variety of fields e.g. software design, urban design, architecture, landscape architecture, product design, sustainability, graphic design, industrial design, planning, and health services development as a way of creating environments that are more responsive and appropriate to their inhabitants' and users' cultural, emotional, spiritual and practical needs. It is also one approach to placemaking.

Contents

Recent research suggests that designers create more innovative concepts and ideas when working within a co-design environment with others than they do when creating ideas on their own. [1] [2] Companies increasingly rely on their user communities to generate new product ideas, marketing them as "user-designed" products to the wider consumer market; consumers who are not actively participating but observe this user-driven approach show a preference for products from such firms over those driven by designers. This preference is attributed to an enhanced identification with firms adopting a user-driven philosophy, consumers experiencing empowerment by being indirectly involved in the design process, leading to a preference for the firm's products. If consumers feel dissimilar to participating users, especially in demographics or expertise, the effects are weakened. Additionally, if a user-driven firm is only selectively open to user participation, rather than fully inclusive, observing consumers may not feel socially included, attenuating the identified preference. [3]

Participatory design has been used in many settings and at various scales. For some, this approach has a political dimension of user empowerment and democratization. [4] This inclusion of external parties in the design process does not excuse designers of their responsibilities. In their article "Participatory Design and Prototyping", Wendy Mackay and Michel Beaudouin-Lafon support this point by stating that "[a] common misconception about participatory design is that designers are expected to abdicate their responsibilities as designers and leave the design to users. This is never the case: designers must always consider what users can and cannot contribute." [5]

In several Scandinavian countries, during the 1960s and 1970s, participatory design was rooted in work with trade unions; its ancestry also includes action research and sociotechnical design. [6]

Definition

In participatory design, participants (putative, potential or future) are invited to cooperate with designers, researchers and developers during an innovation process. Co-design requires the end user's participation: not only in decision making but also in idea generation. [7] Potentially, they participate during several stages of an innovation process: they participate during the initial exploration and problem definition both to help define the problem and to focus ideas for solution, and during development, they help evaluate proposed solutions. [2] Maarten Pieters and Stefanie Jansen describe co-design as part of a complete co-creation process, which refers to the "transparent process of value creation in ongoing, productive collaboration with, and supported by all relevant parties, with end-users playing a central role" and covers all stages of a development process. [8]

Differing terms

In "Co-designing for Society", Deborah Szebeko and Lauren Tan list various precursors of co-design, starting with the Scandinavian participatory design movement and then state "Co-design differs from some of these areas as it includes all stakeholders of an issue not just the users, throughout the entire process from research to implementation." [9]

In contrast, Elizabeth Sanders and Pieter Stappers state that "the terminology used until the recent obsession with what is now called co-creation/co-design" was "participatory design". [7] They also discuss the differences between co-design and co-creation and how they are "often confused and/or treated synonymously with one another". [7] In their words, "Co-creation is a very broad term with applications ranging from the physical to the metaphysical and from the material to the spiritual", while seeing "co-design [as] a specific instance of co-creation". [7] Pulling from the idea of what co-creation is, the definition of co-design in the context of their paper developed into "the creativity of designers and people not trained in design working together in the design development process". [7] Another term brought up in this article front end design, which was formerly known as pre-design. "The goal of the explorations in the front end is to determine what is to be designed and sometimes what should not be designed and manufactured" and provides a space for the initial stages of co-design to take place. [7]

An alternate definition of co-design has been brought up by Maria Gabriela Sanchez and Lois Frankel. They proposed that "Co-design may be considered, for the purpose of this study, as an interdisciplinary process that involves designers and non-designers in the development of design solutions" and that "the success of the interdisciplinary process depends on the participation of all the stakeholders in the project". [10]

"Co-design is a perfect example of interdisciplinary work, where designer, researcher, and user work collaboratively in order to reach a common goal. The concept of interdisciplinarity, however, becomes broader in this context where it not only results from the union of different academic disciplines, but from the combination of different perspectives on a problem or topic." [10]

Fourth Order Design

Similarly, another perspective comes from Golsby-Smith's "Fourth Order Design" which outlines a design process in which end-user participation is required and favours individual process over outcome. [11] Buchanan's definition of culture as a verb is a key part of Golsby-Smith's argument in favour of fourth order design. [11] In Buchanan's words, "Culture is not a state, expressed in an ideology or a body of doctrines. It is an activity. Culture is the activity of ordering, disordering and reordering in the search for understanding and for values which guide action." [12] Therefore, to design for the fourth-order one must design within the widest scope. The system is discussion and the focus falls onto process rather than outcome. [11] The idea that culture and people are an integral part of participatory design is supported by the idea that a "key feature of the field is that it involves people or communities: it is not merely a mental place or a series of processes". [11] "Just as a product is not only a thing, but exists within a series of connected processes, so these processes do not live in a vacuum, but move through a field of less tangible factors such as values, beliefs and the wider context of other contingent processes." [11]

Different dimensions

As described by Sanders and Stappers, [7] one could position co-design as a form of human-centered design across two different dimensions. One dimension is the emphasis on research or design, another dimension is how much people are involved. Therefore, there are many forms of co-design, with different degrees of emphasis on research or design and different degrees of stakeholder involvement. For instance, one of the forms of co-design which involves stakeholders strongly early at the front end design process in the creative activities is generative co-design. [13] Generative co-design is increasingly being used to involve different stakeholders as patient, care professionals and designers actively in the creative making process to develop health services. [14] [15]

Another dimension to consider is that of the crossover between design research and education. An example of this is a study that was completed at the Middle East Technical University in Turkey, the purpose of which was to look into the use of “team development [in] enhancing interdisciplinary collaboration between design and engineering students using design thinking”. [16] The students in this study were tasked with completing a group project and reporting on the experience of working together. One of the main takeaways was that "Interdisciplinary collaboration is an effective way to address complex problems with creative solutions. However, a successful collaboration requires teams first to get ready to work in harmony towards a shared goal and to appreciate interdisciplinarity" [16]

History

From the 1960s onward there was a growing demand for greater consideration of community opinions in major decision-making. In Australia many people believed that they were not being planned 'for' but planned 'at'. (Nichols 2009). A lack of consultation made the planning system seem paternalistic and without proper consideration of how changes to the built environment affected its primary users. In Britain "the idea that the public should participate was first raised in 1965." [17] However the level of participation is an important issue. At a minimum public workshops and hearings have now been included in almost every planning endeavour. [18] Yet this level of consultation can simply mean information about change without detailed participation. Involvement that 'recognises an active part in plan making' [17] has not always been straightforward to achieve. Participatory design has attempted to create a platform for active participation in the design process, for end users.

History in Scandinavia

Participatory design was actually born in Scandinavia and called cooperative design. However, when the methods were presented to the US community 'cooperation' was a word that didn't resonate with the strong separation between workers and managers - they weren't supposed to discuss ways of working face-to-face. Hence, 'participatory' was instead used as the initial Participatory Design sessions weren't a direct cooperation between workers and managers, sitting in the same room discussing how to improve their work environment and tools, but there were separate sessions for workers and managers. Each group was participating in the process, not directly cooperating. (in historical review of Cooperative Design, at a Scandinavian conference).

In Scandinavia, research projects on user participation in systems development date back to the 1970s. [19] The so-called "collective resource approach" developed strategies and techniques for workers to influence the design and use of computer applications at the workplace: The Norwegian Iron and Metal Workers Union (NJMF) project took a first move from traditional research to working with people, directly changing the role of the union clubs in the project. [20]

The Scandinavian projects developed an action research approach, emphasizing active co-operation between researchers and workers of the organization to help improve the latter's work situation. While researchers got their results, the people whom they worked with were equally entitled to get something out of the project. The approach built on people's own experiences, providing for them resources to be able to act in their current situation. The view of organizations as fundamentally harmonious—according to which conflicts in an organization are regarded as pseudo-conflicts or "problems" dissolved by good analysis and increased communication—was rejected in favor of a view of organizations recognizing fundamental "un-dissolvable" conflicts in organizations (Ehn & Sandberg, 1979).

In the Utopia project (Bødker et al., 1987, Ehn, 1988), the major achievements were the experience-based design methods, developed through the focus on hands-on experiences, emphasizing the need for technical and organizational alternatives (Bødker et al., 1987).

The parallel Florence project (Gro Bjerkness & Tone Bratteteig) started a long line of Scandinavian research projects in the health sector. In particular, it worked with nurses and developed approaches for nurses to get a voice in the development of work and IT in hospitals. The Florence project put gender on the agenda with its starting point in a highly gendered work environment.

The 1990s led to a number of projects including the AT project (Bødker et al., 1993) and the EureCoop/EuroCode projects (Grønbæk, Kyng & Mogensen, 1995).

In recent years, it has been a major challenge to participatory design to embrace the fact that much technology development no longer happens as design of isolated systems in well-defined communities of work (Beck, 2002). At the dawn of the 21st century, we use technology at work, at home, in school, and while on the move.

Co-design

As mentioned above, one definition of co-design states that it is the process of working with one or more non-designers throughout the design process. This method is focused on the insights, experiences and input from end-users on a product or service, with the aim to develop strategies for improvement. [21] It is often used by trained designers who recognize the difficulty in properly understanding the cultural, societal, or usage scenarios encountered by their user. C. K. Prahalad and Venkat Ramaswamy are usually given credit for bringing co-creation/co-design to the minds of those in the business community with the 2004 publication of their book, The Future of Competition: Co-Creating Unique Value with Customers. They propose:

The meaning of value and the process of value creation are rapidly shifting from a product and firm-centric view to personalized consumer experiences. Informed, networked, empowered and active consumers are increasingly co-creating value with the firm. [22]

The phrase co-design is also used in reference to the simultaneous development of interrelated software and hardware systems. The term co-design has become popular in mobile phone development, where the two perspectives of hardware and software design are brought into a co-design process. [23]

Results directly related to integrating co-design into existing frameworks is "researchers and practitioners have seen that co-creation practiced at the early front end of the design development process can have an impact with positive, long-range consequences." [24]

New role of the designer under co-design

Co-design is an attempt to define a new evolution of the design process and with that, there is an evolution of the designer. Within the co-design process, the designer is required to shift their role from one of expertise to one of an egalitarian mindset. [7] The designer must believe that all people are capable of creativity and problem solving. The designer no longer exists from the isolated roles of researcher and creator, but now must shift to roles such as philosopher and facilitator. [11] This shift allows for the designer to position themselves and their designs within the context of the world around them creating better awareness. This awareness is important because in the designer's attempt to answer a question, "[they] must address all other related questions about values, perceptions, and worldview". [11] Therefore, by shifting the role of the designer not only do the designs better address their cultural context yet so do the discussions around them.

Discourses

Discourses in the PD literature have been sculpted by three main concerns: (1) the politics of design, (2) the nature of participation, and (3) methods, tools and techniques for carrying out design projects (Finn Kensing & Jeanette Blomberg, 1998, p. 168). [25]

Politics of design

The politics of design have been the concern for many design researchers and practitioners. Kensing and Blomberg illustrate the main concerns which related to the introduction of new frameworks such as system design which related to the introduction of computer-based systems and power dynamics that emerge within the workspace. The automation introduced by system design has created concerns within unions and workers as it threatened their involvement in production and their ownership over their work situation. Asaro (2000) offers a detailed analysis of the politics of design and the inclusion of "users" in the design process.

Nature of participation

Major international organizations such as Project for Public Spaces create opportunities for rigorous participation in the design and creation of place, believing that it is the essential ingredient for successful environments. Rather than simply consulting the public, PPS creates a platform for the community to participate and co-design new areas, which reflect their intimate knowledge. Providing insights, which independent design professionals such as architects or even local government planners may not have.

Using a method called Place Performance Evaluation or (Place Game), groups from the community are taken on the site of proposed development, where they use their knowledge to develop design strategies, which would benefit the community. "Whether the participants are schoolchildren or professionals, the exercise produces dramatic results because it relies on the expertise of people who use the place every day, or who are the potential users of the place." [26] This successfully engages with the ultimate idea of participatory design, where various stakeholders who will be the users of the end product, are involved in the design process as a collective.

Similar projects have had success in Melbourne, Australia particularly in relation to contested sites, where design solutions are often harder to establish. The Talbot Reserve in the suburb of St. Kilda faced numerous problems of use, such as becoming a regular spot for sex workers and drug users to congregate. A Design In, which incorporated a variety of key users in the community about what they wanted for the future of the reserve allowed traditionally marginalised voices to participate in the design process. Participants described it as 'a transforming experience as they saw the world through different eyes.' (Press, 2003, p. 62). This is perhaps the key attribute of participatory design, a process which, allows multiple voices to be heard and involved in the design, resulting in outcomes which suite a wider range of users. It builds empathy within the system and users where it is implemented, which makes solving larger problems more holistically. As planning affects everyone it is believed that "those whose livelihoods, environments and lives are at stake should be involved in the decisions which affect them" (Sarkissian and Perglut, 1986, p. 3). C. West Churchman said systems thinking "begins when first you view the world through the eyes of another". [27]

In the built environment

A public consultation event about urban planning in Helsinki Keskustelutilaisuus Helsingin yleiskaavasta.jpg
A public consultation event about urban planning in Helsinki

Participatory design has many applications in development and changes to the built environment. It has particular currency to planners and architects, in relation to placemaking and community regeneration projects. It potentially offers a far more democratic approach to the design process as it involves more than one stakeholder. By incorporating a variety of views there is greater opportunity for successful outcomes. Many universities and major institutions are beginning to recognise its importance. The UN, Global studio involved students from Columbia University, University of Sydney and Sapienza University of Rome to provide design solutions for Vancouver's downtown eastside, which suffered from drug- and alcohol-related problems. The process allowed cross-discipline participation from planners, architects and industrial designers, which focused on collaboration and the sharing of ideas and stories, as opposed to rigid and singular design outcomes. (Kuiper, 2007, p. 52)

Public interest design

Public interest design is a design movement, extending to architecture, with the main aim of structuring design around the needs of the community. At the core of its application is participatory design. [28] Through allowing individuals to have a say in the process of design of their own surrounding built environment, design can become proactive and tailored towards addressing wider social issues facing that community. [29] Public interest design is meant to reshape conventional modern architectural practice. Instead of having each construction project solely meet the needs of the individual, public interest design addresses wider social issues at their core. This shift in architectural practice is a structural and systemic one, allowing design to serve communities responsibly. [29] Solutions to social issues can be addressed in a long-term manner through such design, serving the public, and involving it directly in the process through participatory design. The built environment can become the very reason for social and community issues to arise if not executed properly and responsibly. Conventional architectural practice often does cause such problems since only the paying client has a say in the design process. [29] That is why many architects throughout the world are employing participatory design and practicing their profession more responsibly, encouraging a wider shift in architectural practice. Several architects have largely succeeded in disproving theories that deem public interest design and participatory design financially and organizationally not feasible. Their work is setting the stage for the expansion of this movement, providing valuable data on its effectiveness and the ways in which it can be carried out.

Difficulties of Adoption and Involvement

Participatory Design is a growing practice within the field of design yet has not yet been widely implemented. Some barriers to the adoption of participatory design are listed below.

Doubt of universal creativity

A belief that creativity is a restricted skill would invalidate the proposal of participatory design to allow a wider reach of affected people to participate in the creative process of designing. [30] However, this belief is based on a limited view of creativity which does not recognize that creativity can manifest in a wide range of activities and experiences. This doubt can be damaging not only to individuals but also to society as a whole. By assuming that only a select few possess creative talent, we may overlook the unique perspectives, ideas, and solutions.

Self-serving hierarchies

In a profit-motivated system, the commercial field of design may feel fearful of relinquishing some control in order to empower those who are typically not involved in the process of design. [30] Commercial organizational structures often prioritize profit, individual gain, or status over the well-being of the community or other externalities. However, participatory practices are not impossible to implement in commercial settings. It may be difficult for those who have acquired success in a hierarchical structure to imagine alternative systems of open collaboration.

Lack of investment

Although participatory design has been of interest in design academia, applied uses require funding and dedication from many individuals. The high time and financial costs make research and development of participatory design less appealing for speculative investors. [30] It also may be difficult to find or convince enough shareholders or community members to commit their time and effort to a project. [31] However, widespread and involved participation is critical to the process.

Successful examples of participatory design are critical because they demonstrate the benefits of this approach and inspire others to adopt it. A lack of funding or interest can cause participatory projects to revert to practices where the designer initiates and dominates rather than facilitating design by the community. [31]

Differing priorities between designers and participants

Participatory design projects which involve a professional designer as a facilitator to a larger group can have difficulty with competing objectives. Designers may prioritize aesthetics while end-users may prioritize functionality and affordability. [31] Addressing these differing priorities may involve finding creative solutions that balance the needs of all stakeholders, such as using low-cost materials that meet functional requirements while also being aesthetically pleasing. Despite any potential predetermined assumptions, "the users’ knowledge has to be considered as important as the knowledge of the other professionals in the team, [as this] can be an obstacle to the co-design practice." [10] "[The future of] co-designing will be a close collaboration between all the stakeholders in the design development process together with a variety of professionals having hybrid design/research skills." [7]

From Community Consultation to Community Design

Many local governments require community consultation in any major changes to the built environment. Community involvement in the planning process is almost a standard requirement in most strategic changes. Community involvement in local decision making creates a sense of empowerment. The City of Melbourne Swanston Street redevelopment project received over 5000 responses from the public allowing them to participate in the design process by commenting on seven different design options. [32] While the City of Yarra recently held a "Stories in the Street" [33] consultation, to record peoples ideas about the future of Smith Street. It offered participants a variety of mediums to explore their opinions such as mapping, photo surveys and storytelling. Although local councils are taking positive steps towards participatory design as opposed to traditional top down approaches to planning, many communities are moving to take design into their own hands.

Portland, Oregon City Repair Project [34] is a form of participatory design, which involves the community co-designing problem areas together to make positive changes to their environment. It involves collaborative decision-making and design without traditional involvement from local government or professionals but instead runs on volunteers from the community. The process has created successful projects such as intersection repair, [35] which saw a misused intersection develop into a successful community square.

In Malawi, a UNICEF WASH programme trialled participatory design development for latrines in order to ensure that users participate in creating and selecting sanitation technologies that are appropriate and affordable for them. The process provided an opportunity for community members to share their traditional knowledge and skills in partnership with designers and researchers. [36]

Peer-to-peer urbanism [37] [38] is a form of decentralized, participatory design for urban environments and individual buildings. It borrows organizational ideas from the open-source software movement, so that knowledge about construction methods and urban design schemes is freely exchanged.

In software development

In the English-speaking world, the term has a particular currency in the world of software development, especially in circles connected to Computer Professionals for Social Responsibility (CPSR), who have put on a series of Participatory Design Conferences. It overlaps with the approach extreme programming takes to user involvement in design, but (possibly because of its European trade union origins) the Participatory Design tradition puts more emphasis on the involvement of a broad population of users rather than a small number of user representatives.

Participatory design can be seen as a move of end-users into the world of researchers and developers, whereas empathic design can be seen as a move of researchers and developers into the world of end-users. There is a very significant differentiation between user-design and user-centered design in that there is an emancipatory theoretical foundation, and a systems theory bedrock (Ivanov, 1972, 1995), on which user-design is founded. Indeed, user-centered design is a useful and important construct, but one that suggests that users are taken as centers in the design process, consulting with users heavily, but not allowing users to make the decisions, nor empowering users with the tools that the experts use. For example, Wikipedia content is user-designed. Users are given the necessary tools to make their own entries. Wikipedia's underlying wiki software is based on user-centered design: while users are allowed to propose changes or have input on the design, a smaller and more specialized group decide about features and system design.

Participatory work in software development has historically tended toward two distinct trajectories, one in Scandinavia and northern Europe, and the other in North America. The Scandinavian and northern European tradition has remained closer to its roots in the labor movement (e.g., Beck, 2002; Bjerknes, Ehn, and Kyng, 1987). The North American and Pacific rim tradition has tended to be both broader (e.g., including managers and executives as "stakeholders" in design) and more circumscribed (e.g., design of individual features as contrasted with the Scandinavian approach to the design of entire systems and design of the work that the system is supposed to support) (e.g., Beyer and Holtzblatt, 1998; Noro and Imada, 1991). However, some more recent work has tended to combine the two approaches (Bødker et al., 2004; Muller, 2007).

Research methodology

Increasingly researchers are focusing on co-design as a way of doing research, and therefore are developing parts of its research methodology. For instance, in the field of generative co-design Vandekerckhove et al. [39] have proposed a methodology to assemble a group of stakeholders to participate in generative co-design activities in the early innovation process. They propose first to sample a group of potential stakeholders through snowball sampling, afterwards interview these people and assess their knowledge and inference experience, lastly they propose to assemble a diverse group of stakeholders according to their knowledge and inference experience. [39]

Though not completely synonymous, research methods of Participatory Design can be defined under Participatory Research (PR): [40] a term for research designs and frameworks using direct collaboration with those affected by the studied issue. [41] More specifically, Participatory Design has evolved from Community-Based Research and Participatory Action Research (PAR). PAR is a qualitative research methodology involving: "three types of change, including critical consciousness development of researchers and participants, improvement of lives of those participating in research, and transformation of societal 'decolonizing' research methods with the power of healing and social justice". [42] Participatory Action Research (PAR) is a subset of Community-Based Research aimed explicitly at including participants and empowering people to create measurable action. [42] PAR practices across various disciplines, with research in Participatory Design being an application of its different qualitative methodologies. Just as PAR is often used in social sciences, for example, to investigate a person's lived experience concerning systemic structures and social power relations, Participatory Design seeks to deeply understand stakeholders' experiences by directly engaging them in the problem-defining and solving processes. Therefore, in Participatory Design, research methods extend beyond simple qualitative and quantitative data collection. Rather than being concentrated within data collection, research methods of Participatory Design are tools and techniques used throughout co-designing research questions, collecting, analyzing, and interpreting data, knowledge dissemination, and enacting change. [40]

When facilitating research in Participatory Design, decisions are made in all research phases to assess what will produce genuine stakeholder participation. [40] By doing so, one of Participatory Design's goals is to dismantle the power imbalance existing between 'designers' and 'users.' Applying PR and PAR research methods seeks to engage communities and question power hierarchies, which "makes us aware of the always contingent character of our presumptions and truths... truths are logical, contingent and intersubjective... not directed toward some specific and predetermined end goal... committed to denying us the (seeming) firmness of our commonsensical assumptions". [43] Participatory design offers this denial of our "commonsensical assumptions" because it forces designers to consider knowledge beyond their craft and education. Therefore, a designer conducting research for Participatory Design assumes the role of facilitator and co-creator. [44]

See also

Notes

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  2. 1 2 Trischler, Jakob; Pervan, Simon J.; Kelly, Stephen J.; Scott, Don R. (2018). "The Value of Codesign". Journal of Service Research. 21: 75–100. doi: 10.1177/1094670517714060 .
  3. Dahl, Darren W.; Fuchs, Christoph; Schreier, Martin (August 2015). "Why and When Consumers Prefer Products of User-Driven Firms: A Social Identification Account". Management Science. 61 (8): 1978–1988. doi:10.1287/mnsc.2014.1999. ISSN   0025-1909.
  4. Bannon, Liam J.; Ehn, Pelle (2012). Design matters in participatory design. Routledge handbook of participatory design. pp. 37–63.
  5. Mackay, Wendy E.; Beaudouin-Lafon, Michel (2020), Vanderdonckt, Jean; Palanque, Philippe; Winckler, Marco (eds.), "Participatory Design and Prototyping", Handbook of Human Computer Interaction, Cham: Springer International Publishing, pp. 1–33, doi:10.1007/978-3-319-27648-9_31-1, ISBN   978-3-319-27648-9 , retrieved 2024-04-11
  6. Web Page on Participatory Design on the site of CPSR. Retrieved 13 April 2006.
  7. 1 2 3 4 5 6 7 8 9 Sanders, E. and Stappers, P. J: "Co-creation and the new landscapes of design." CoDesign 2008. 4(1): 5–18.
  8. Pieters, Maarten; Jansen, Stefanie (2017). The 7 Principles of Complete Co-creation. Amsterdam: BIS Publishers. p. 15. ISBN   978-90-6369-473-9.
  9. Szebeko, Deborah (2010). "Co-designing for Society". Australasian Medical Journal: 580–590. doi: 10.4066/AMJ.2010.378 .
  10. 1 2 3 Sanches, Maria Gabriela; Frankel, Lois (July 7–9, 2010). "Co-design in Public Spaces: an Interdisciplinary Approach to Street Furniture Development". Design and Complexity - DRS International Conference via DRS Digital Library.
  11. 1 2 3 4 5 6 7 Golsby-Smith, Tony (1996). "Fourth Order Design: A Practical Perspective" (PDF). Design Issues. 12 (1): 5–25. doi:10.2307/1511742. JSTOR   1511742 via JSTOR.
  12. Buchanan, Richard (1988). "Branzi's Dilemma: Design in Contemporary Culture" (PDF). Design Issues: 10–29.
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  14. Vandekerckhove, Pieter; Mul, Marleen de; Bramer, Wichor M.; Bont, Antoinette A. de (2020-04-27). "Generative Participatory Design Methodology to Develop Electronic Health Interventions: Systematic Literature Review". Journal of Medical Internet Research. 22 (4): e13780. doi: 10.2196/13780 . PMC   7215492 . PMID   32338617.
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  16. 1 2 Kaygan, Pınar (2023-04-01). "From forming to performing: team development for enhancing interdisciplinary collaboration between design and engineering students using design thinking". International Journal of Technology and Design Education. 33 (2): 457–478. doi:10.1007/s10798-022-09736-3. ISSN   1573-1804.
  17. 1 2 Taylor, Nigel (1991). Urban Planning Theory. London, California, New Delhi: SAGE Publications Ltd. p. 86. ISBN   0761960945.
  18. Wheeler, Stephen (2004). Planning for Sustainability . Routledge. p.  46.
  19. Bødker, S (1996). "Creating conditions for participation: Conflicts and resources in systems design". Human Computer Interaction. 11 (3): 215–236. doi:10.1207/s15327051hci1103_2. S2CID   17925434.
  20. Ehn, P; Kyng, M (1987). "The Collective Resource Approach to Systems Design". Computers and Democracy - A Scandinavian Challenge. Aldershot, UK: Avebury. pp. 17–58.{{cite book}}: CS1 maint: location missing publisher (link)
  21. Vargas, C.; Whelan, J.; Brimblecombe, J.; Allender, S. (2022-06-15). "Co-creation, co-design, co-production for public health – a perspective on definitions and distinctions | PHRP". Public Health Research & Practice. 32 (2). doi: 10.17061/phrp3222211 . PMID   35702744. S2CID   249663814 . Retrieved 2023-09-21.
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  25. Contributions to these areas have been published in the proceedings of the Biennial Participatory Design Conference, which started in 1990: https://ojs.ruc.dk/index.php/pdc/issue/archive
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<span class="mw-page-title-main">Design</span> Plan for the construction of an object or system

A design is a concept of or proposal for an object, a process, or a system. Design refers to something that is or has been intentionally created by a thinking agent, though it is sometimes used to refer to the nature of something – its design. The verb to design expresses the process of developing a design. In some cases, the direct construction of an object without an explicit prior plan may also be considered to be a design. A design is expected to have a purpose within a certain context, usually has to satisfy certain goals and constraints, and to take into account aesthetic, functional, economic, environmental or socio-political considerations. Typical examples of designs include architectural and engineering drawings, circuit diagrams, sewing patterns and less tangible artefacts such as business process models.

User-centered design (UCD) or user-driven development (UDD) is a framework of process in which usability goals, user characteristics, environment, tasks and workflow of a product, service or process are given extensive attention at each stage of the design process. These tests are conducted with/without actual users during each stage of the process from requirements, pre-production models and post production, completing a circle of proof back to and ensuring that "development proceeds with the user as the center of focus." Such testing is necessary as it is often very difficult for the designers of a product to understand intuitively the first-time users of their design experiences, and what each user's learning curve may look like. User-centered design is based on the understanding of a user, their demands, priorities and experiences and when used, is known to lead to an increased product usefulness and usability as it delivers satisfaction to the user. User-centered design applies cognitive science principles to create intuitive, efficient products by understanding users' mental processes, behaviors, and needs.

<span class="mw-page-title-main">Public participation (decision making)</span> Extent to which societies encourage the people to share in organizational decision-making

Citizen participation or public participation in social science refers to different mechanisms for the public to express opinions—and ideally exert influence—regarding political, economic, management or other social decisions. Participatory decision-making can take place along any realm of human social activity, including economic, political, management, cultural or familial.

Design research was originally constituted as primarily concerned with ways of supporting and improving the process of design, developing from work in design methods. The concept has been expanded to include research embedded within the process of design and research-based design practice, research into the cognitive and communal processes of designing, and extending into wider aspects of socio-political, ethical and environmental contexts of design. It retains a sense of generality, recognising design as a creative act common to many fields, and aimed at understanding design processes and practices quite broadly.

<span class="mw-page-title-main">Persona (user experience)</span> Personalized fictional characters representing a consumer or user category

A persona in user-centered design and marketing is a personalized fictional character created to represent a user type that might use a site, brand, or product in a similar way. Personas represent the similarities of consumer groups or segments. They are based on demographic and behavioural personal information collected from users, qualitative interviews, and participant observation. Personas are one of the outcomes of market segmentation, where marketers use the results of statistical analysis and qualitative observations to draw profiles, giving them names and personalities to paint a picture of a person that could exist in real life. The term persona is used widely in online and technology applications as well as in advertising, where other terms such as pen portraits may also be used.

Public participation, also known as citizen participation or patient and public involvement, is the inclusion of the public in the activities of any organization or project. Public participation is similar to but more inclusive than stakeholder engagement.

Participatory GIS (PGIS) or public participation geographic information system (PPGIS) is a participatory approach to spatial planning and spatial information and communications management.

<span class="mw-page-title-main">Participatory planning</span> Decentralized, whole community-based urban design process

Participatory planning is an urban planning paradigm that emphasizes involving the entire community in the community planning process. Participatory planning emerged in response to the centralized and rationalistic approaches that defined early urban planning work.

The semantic turn refers to a paradigm shift in the design of artifacts – industrial, graphic, informational, architectural, and social – from an emphasis on how artifacts ought to function to what they mean to those affected by them – semantics being a concern for meaning. It provides a new foundation for professional design, a detailed design discourse, codifications of proven methods, compelling scientific justifications of its products, and a clear identity for professional designers working within a network of their stakeholders.

In broad terms, transformation design is a human-centered, interdisciplinary process that seeks to create desirable and sustainable changes in behavior and form – of individuals, systems and organizations. It is a multi-stage, iterative process of applying design principles to large and complex systems.

Co-production is an approach in the development and delivery of public services and technology in which citizens and other key stakeholders and concepts in human society are implicitly involved in the process. In many countries, co-production is increasingly perceived as a new public administration paradigm as it involves a whole new thinking about public service delivery and policy development. In co-productive approaches, citizens are not only consulted, but are part of the conception, design, steering, and ongoing management of services. The concept has a long history, arising out of radical theories of knowledge in the 1970s, and can be applied in a range of sectors across society including health research, and science more broadly.

Participatory development (PD) seeks to engage local populations in development projects. Participatory development has taken a variety of forms since it emerged in the 1970s, when it was introduced as an important part of the "basic needs approach" to development. Most manifestations of public participation in development seek "to give the poor a part in initiatives designed for their benefit" in the hopes that development projects will be more sustainable and successful if local populations are engaged in the development process. PD has become an increasingly accepted method of development practice and is employed by a variety of organizations. It is often presented as an alternative to mainstream "top-down" development. There is some question about the proper definition of PD as it varies depending on the perspective applied.

Geodesign is a set of concepts and methods used to involve all stakeholders and various professions in collaboratively designing and realizing the optimal solution for spatial challenges in the built and natural environments, utilizing all available techniques and data in an integrated process. Originally, geodesign was mainly applied during the design and planning phase. "Geodesign is a design and planning method which tightly couples the creation of design proposals with impact simulations informed by geographic contexts." Now, it is also used during realization and maintenance phases and to facilitate re-use of for example buildings or industrial areas. Geodesign includes project conceptualization, analysis, design specification, stakeholder participation and collaboration, design creation, simulation, and evaluation.

Living labs are open innovation ecosystems in real-life environments using iterative feedback processes throughout a lifecycle approach of an innovation to create sustainable impact. They focus on co-creation, rapid prototyping & testing and scaling-up innovations & businesses, providing joint-value to the involved stakeholders. In this context, living labs operate as intermediaries/orchestrators among citizens, research organisations, companies and government agencies/levels.

Participatory evaluation is an approach to program evaluation. It provides for the active involvement of stakeholder in the program: providers, partners, beneficiaries, and any other interested parties. All involved decide how to frame the questions used to evaluate the program, and all decide how to measure outcomes and impact. It is often used in international development.

<span class="mw-page-title-main">Joan Greenbaum</span> American political economist and labor activist

Joan Greenbaum is an American political economist, labor activist, and Professor Emerita at the CUNY Graduate Center and LaGuardia Community College. She also taught and conducted research at Aarhus University, and the University of Oslo (Informatics) (1995–96). Her numerous books and articles focus on participatory design of technology information systems, technology and workplace organization, and gender and technology.

<span class="mw-page-title-main">Research-based design</span>

The research-based design process is a research process proposed by Teemu Leinonen, inspired by several design theories. It is strongly oriented towards the building of prototypes and it emphasizes creative solutions, exploration of various ideas and design concepts, continuous testing and redesign of the design solutions.

<span class="mw-page-title-main">Design studies</span> Academic field

Design studies can refer to any design-oriented studies but is more formally an academic discipline or field of study that pursues, through both theoretical and practical modes of inquiry, a critical understanding of design practice and its effects in society.

Susanne Bødker is a Danish computer scientist known for her contributions to human–computer interaction, computer-supported cooperative work, and participatory design, including the introduction of activity theory to human–computer interaction. She is a professor of computer science at Aarhus University, and a member of the CHI Academy.

Design prototyping in its broader definition comprises the actions to make, test and analyse a prototype, a model or a mockup according to one or various purposes in different stages of the design process. Other definitions consider prototyping as the methods or techniques for making a prototype, or a stage in the design process. The concept of prototyping in design disciplines' literature is also related to the concepts of experimentation, and Research through Design (RtD).

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