Altering participation through interactions and reflections in design
Heike Winschiers-Theophilus, Nicola J. Bidwell and Edwin Blake
CoDesign: International Journal of CoCreation in Design and the Arts. Vol. 8, Nos. 2–3, June–September 2012, 163–182
In this paper, we illustrate through a set of examples how our own conceptualisation of participatory design (PD) and... more In this paper, we illustrate through a set of examples how our own conceptualisation of participatory design (PD) and associated tools and techniques transforms within the design process itself. Co-designing with African rural communities has brought to light our many assumptions and intentions underlying commonly used methods and principles of PD. While genuinely striving for user involvement these same methods can hinder a truly participatory approach to design. We have learned much through our encounters and continuous reflections in various projects with southern African rural communities and seek to share our experiences in one particular, current project which led us to interrogate and revise our existing conceptions of PD. We also aim to infuse the evolution of PD with insights from Africa and cross-cultural design so that PD can better serve diversity globally.
A Candour in Reporting: designing dexterously for fire preparedness
by Yoko Akama
Co-authored by Yoko Akama, RMIT University and Ann Light, Northumbria University
Paper presented at AltCHI 2012, May 5-10, 2012, Austin Texas, USA
This paper challenges the domination of repeatable methods in HCI discourse and, instead, offers a design case study... more This paper challenges the domination of repeatable methods in HCI discourse and, instead, offers a design case study that details ad-hoc, contextually-driven decisions as to how processes can unfold in a community-based project, taking on fire awareness in Australia. The paper draws out details which enable us to understand why and how methods were modified or abandoned to overcome obstacles, and what was made a priority in arriving at greater understanding of communicating risk. This reporting differs from an established research accounting, but offers complexity and richness in human-centered research as we seek to develop our epistemologies of design research practice.
O problema da participação política no modelo deliberativo de democracia / The question of the political participation within the deliberativa model of democracy
by Francisco Paulo Jamil Marques
Reference: MARQUES, F. P. J. A. O problema da participação política no modelo deliberativo de democracia. In: Revista de Sociologia e Política (UFPR. Impresso), v.20, n. 41, pp. 21-35. 2012
Title in English: The question of the political participation within the deliberativa model of democracy. Text in... more
Title in English: The question of the political participation within the deliberativa model of democracy. Text in Portuguese. Abstract in English: This paper discusses the premises of the deliberative model of democracy as they address the issue of political participation. We attempt to clarify what political participation means for those who use this model, while at the same time looking at some of the major critiques that have been directed toward it. Through a review of an important part of the literature, and without losing sight of earlier systematizations of democratic theory, three fundamental conditions for engendering participation according to this discursive model are pointed to: political institutions should create and offer citizens opportunities to participate in public input; improvement in people's socio-economic condition must be made; attention should be given to particular principles that have consistent regulatory influence on the interactions and arguments in question. This is followed by attention to the criticisms raised and flaws detected by deliberationism's detractors. At the end of the text, a summary of the strengths and weaknesses of the model is presented, along with a discussion of the problem of participation in contemporary democracies.
Keywords: Participation; Deliberation; Democracy; Representation.
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Seen by:The participatory technique of Technology Probes: a case study in Burkina Faso
co-authored with Franco Papaeschi and Valentina Nisi
This paper describes a project introducing a group of young adults from Ouahigouya, Burkina Faso, to the potential... more This paper describes a project introducing a group of young adults from Ouahigouya, Burkina Faso, to the potential uses of Internet services, discovering how these services would impact and possibly change different aspects of their daily lives. Resisting a top-down or technology driven approach, the team adopted a participatory design approach in order to create a more meaningful training course. Technology Probes were introduced in order to understand to what extent freely available Internet service would fit into the local context and what new services and technologies could be generated in accordance to that.
IDEAS: An Interface Design Experience for the Autistic Spectrum
by Laura Benton
CHI 2011
Designing products and services to meet the specific requirements of children with Autism Spectrum Disorder (ASD) can... more Designing products and services to meet the specific requirements of children with Autism Spectrum Disorder (ASD) can be difficult due to their wide ranging and individual needs. Participatory Design (PD) is a design method that could be used to better meet these needs, by giving this population an opportunity to directly contribute to software designed for their use. Researchers have begun to involve children with ASD in the design process, but there is not yet a design method specifically adapted to support the potential difficulties this group may experience during PD sessions. This paper presents a new design method, IDEAS, which attempts to fulfill this need. The development of this method is described along with an initial pilot undertaken to determine the feasibility of using this method with an ASD population. The results indicate that the majority of children with ASD were able to produce a successful final design using this method, and have the potential to be involved in PD sessions as part of a design team.
Design from the Everyday: Continuously evolving, embedded exploratory prototypes
Published and Presented at the Designing Interavtive Systems Conference in Aarhus, Denmark 2010
ACM conference. 22% acceptance rate in the long paper track.
One of the major challenges in the design of social
technologies is the evaluation of their qualities of use... more
One of the major challenges in the design of social
technologies is the evaluation of their qualities of use and
how they are appropriated over time. While the field of
HCI abounds in short-term exploratory design and studies
of use, relatively little attention has focused on the
continuous development of prototypes longitudinally and
studies of their emergent use. We ground the exploration
and analysis of use in the everyday world, embracing
contingency and open-ended use, through the use of a
continuously-available exploratory prototype. Through
examining use longitudinally, clearer insight can be gained
of realistic, non-novelty usage and appropriation into
everyday use.
This paper sketches out a framework for design that puts a
premium on immediate use and evolving the design in
response to use and user feedback. While such design
practices with continuously developing systems are common
in the design of social technologies, they are little
documented. We describe our approach and reflect upon its
key characteristics, based on our experiences from two case
studies. We also present five major patterns of long-term
usage which we found useful for design.
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Seen by:Collaborative Museums: An Approach to Co-Design
Moura, H.; Cardador, D.; Vega, K.; Ugulino, W.; Barbato, M.; Fuks, H. Collaborative Museums: An Approach to Co-Design. Proceedings of ACM Conference on Computer Supported Cooperative Work (CSCW 2012) , pp. 681-684. Seatle, WA: Association for Computing Machinery (ACM), 2012. ISBN 978-1-4503-1086-4. DOI: http://doi.acm.org/10.1145/2145204.2145307.
This paper describes a systemic approach to co-design of collaborative museums, using ethnography, co-creation... more This paper describes a systemic approach to co-design of collaborative museums, using ethnography, co-creation workshops and fast prototyping, amongst other Social Science and Human Centered Design methods. Focused on the creation of immersive and collaborative museum experiences, it provides a rationale for involving carefully selected multidisciplinary teams and users in the entire design cycle, and presents a process that supports this task, from research to development, pointing its value and limitations. In order to bring the discussion into context and exemplify the use of a group of methods that can support collaborative design, it introduces the case of a Brazilian Planetarium and Science Museum.
Crazy Ideas or Creative Probes?: Presenting Critical Artefacts to Stakeholders to Develop Innovative Product Ideas
by Simon Bowen
BOWEN, S. J. (2007). Crazy ideas or creative probes?: presenting critical artefacts to stakeholders to develop innovative product ideas. In: Proceedings of EAD07: Dancing with Disorder: Design, Discourse and Disaster, Izmir, Turkey, 11-13 April 2007.
A number of design practices derive from and develop the notion of critical theory. Notable developers of such... more
A number of design practices derive from and develop the notion of critical theory. Notable developers of such “critical design practices” are Dunne & Raby with “critical design”, Sengers and colleagues at Cornell University's Culturally Embedded Computing Group with “reflective design”, and Agre with “critical technical practice” within artificial intelligence research. And there are an increasing number of designers who, whilst not specifically explicating their theoretical ancestry, include critical elements in their products.
The reflection afforded by the products of critical design is generally seen as its endpoint. However I have used this reflection instrumentally within human-centred design activities. “Critical artefacts” have proved more useful as tools than direct questioning techniques; in particular as a way of enabling stakeholders to engage with novel situations and consequently engage in creative thinking about future possibilities.
This paper begins with a review of critical design practices. Two case studies are then detailed demonstrating my approach. A discussion of the commonalities and differences between critical design practices follows noting their relationship to critical social theory and the relationship of my work to them. Finally further research to develop generalisable methods is outlined.
Getting it right: Lessons learned in applying a critical artefact approach
by Simon Bowen
BOWEN, Simon (2009). Getting it Right: Lessons Learned in Applying a Critical Artefact Approach. In: Undisciplined! Design Research Society Conference 2008, Sheffield Hallam University, Sheffield, UK, 16-19 July 2008.
“Critical artefacts”, the products of critical design (Dunne 1999), prompt reflection rather than satisfy obvious user... more
“Critical artefacts”, the products of critical design (Dunne 1999), prompt reflection rather than satisfy obvious user needs. The author is developing an instrumental use of critical artefacts as part of a human-centred design process. Earlier work showed the effectiveness of this approach in allowing stakeholders to engage with novel product ideas. This paper describes a project, Living Rooms, developing the approach with a broader group of stakeholders and devising the critical artefacts with other designers. Although providing insights into the design context (Bowen & Chamberlain 2008), this application of the approach was less productive than in earlier projects and suggested factors that could affect its efficacy. Implications for future applications of the approach are noted: the type of contexts it is appropriate for; the characteristics of effective stakeholder participants and the need to educate them in the context and enable them to think imaginatively.
Von Hippel’s ‘lead users’ (1986, 1988) could provide a framework for selecting stakeholders likely to engage effectively with critical artefacts. The second part of the paper summarises lead user theory and discusses how the two characteristics of lead users, motivation and capability (Luthje & Herstatt 2004), tend to make them suitable participants for the critical artefact approach. A second project, Digital Mementos, is described – in particular how lead-user-based selection and the above implications have been applied.
The paper concludes by reviewing the progress in developing generalisable methods exploiting the critical artefact approach, noting the need to position the approach within wider design activity and points toward future work relating it to the entire product design process.
A critical artefact methodology: using provocative conceptual designs to foster human-centred innovation
by Simon Bowen
2009, PhD Thesis, Sheffield Hallam University
This research develops a rationale for using provocative conceptual designs to foster the innovation of human-centred... more
This research develops a rationale for using provocative conceptual designs to foster the innovation of human-centred product ideas – a ‘critical artefact methodology’.
This research employed similar tactics to Action Research (Swann 2002): cycles of action (using critical artefact methods in design projects) and reflection on that action (including a contextual review of existing theories and practices), which produced action (product ideas) as well as research (a proposed critical artefact methodology).
In two projects, I used sets of workshops where stakeholders’ engaged with my critical artefacts to develop my understanding of their needs. Living Rooms (designing the home for ‘tomorrow’s older people’) suggested how my methods might be improved then taken account of in Digital Mementos (designing novel mementos for increasingly digital lifestyles), including selecting productive participants – stakeholders in-tune with the possibilities of novel situations, such as von Hippel’s “lead users” (1986).
Within participatory design and co-design I position critical artefact methods as using stakeholder participation to inform design activity rather than as co-creation. In reference to Ehn & Kyng’s mock-ups (1991) and Gaver’s cultural probes (1999) exemplars, I show that critical artefacts do not fit the description of ‘prototypes’ (suggestive of design direction or destination) and that my critical artefact methodology depends upon a progression from presenting stakeholders with critical artefacts (that provoke critical reflection) towards more ‘prototypical’ artefacts expressing relevant needs (for evaluation).
I suggest that critical design (Dunne 1999) and related design practices have similar characteristics and operation to Critical Theory: a view that the status quo (generally affirmed by design) somehow ‘oppresses’ society; that ‘enlightenment’ of the factors underlying this ‘emancipates’ society and is facilitated by a reading of critiques (alternative proposals such as critical artefacts).
In my critical artefact methodology the designer develops their understanding by designing artefacts to ‘process’ stakeholders’ engagement with previous artefacts – I use Polanyi’s notion of “indwelling” (1966) to support this method of empathic knowledge sharing. Designer’s and stakeholders’ co-reading of critical artefacts means that this understanding can be of future or latent stakeholders needs; it enables them to explore alternative needs, wants/desires, practices and products by broadening their understanding of what is possible.
The contributions of this research are a critical artefact methodology supported by critical artefact methods; a more instrumental use of critical artefacts than other critical design practices; and (in Digital Mementos‘ outputs) exemplar findings demonstrating the value of a critical artefact methodology’s application. Whilst this thesis presents a ‘point in time’ in my methodology’s development, I intend that it provide designers with insights into similar techniques within their own professional practice.
The research was funded by the Arts & Humantities Research Council’s Doctoral Award Scheme.
DUNNE, Anthony (1999). Hertzian tales – electronic products, aesthetic experience and critical design.
EHN, Pelle and Morten KYNG (1991). Cardboard computers: Mocking-it-up or hands-on the future. In: GREENBAUM, Joan and KYNG, Morten (eds.). Design at work : Cooperative design of computer systems. Lawrence Erlbaum Associates, 169-195.
GAVER, Bill, DUNNE, Tony and PACENTI, Elena (1999). Design: Cultural probes. Interactions, 6 (1), 21-29.
POLANYI, Michael (1966). The tacit dimension. 1983 Doubleday & Company Inc. ed., Gloucester, Mass. USA, Peter Smith.
SWANN, Cal (2002). Action research and the practice of design. Design issues, 18 (1), 49-61.
VON HIPPEL, Eric (1986). Lead users: A source of novel product concepts. Management science, 32 (7), 791-805.
Different views: including others in participatory health service innovation
by Simon Bowen
BOWEN, Simon, DEARDEN, Andy, WOLSTENHOLME, Dan and COBB, Mark (2011). Different views : including others in participatory health service innovation. In: BUUR, Jacob, (ed.) PINC 2011 : Participatory innovation conference 2011, 13-15 January, 2011, Sonderborg, Denmark. Sonderborg, University of Southern Denmark, 230-236.
We describe our experiences employing experience-based design (EBD) to improve an outpatients health service in the UK... more We describe our experiences employing experience-based design (EBD) to improve an outpatients health service in the UK and discuss the impacts of incorporating the voices of those not directly using or working within the service. We suggest that such new perspectives, experiences and expertise may enable the development of service innovations outside patients’ and staffs’ conceptual space of problems/solutions, but can affect the ownership and agency within the change project. To conclude, we propose a balance between accomplishing change and creating the self-belief to achieve it.
Remembering today tomorrow: Exploring the human-centred design of digital mementos
by Simon Bowen
BOWEN, Simon and PETRELLI, Daniela (2011). Remembering today tomorrow: exploring the human-centred design of digital mementos. International Journal of Human-Computer Studies, 69 (5), 324-337.
This paper describes two-part research exploring the context for and human-centred design of ‘digital mementos’, as an... more This paper describes two-part research exploring the context for and human-centred design of ‘digital mementos’, as an example of technology for reflection on personal experience(in this case, autobiographical memories). Field studies into families’ use of physical and digital objects for remembering provided a rich understanding of associated user needs and human values, and suggested properties for ‘digital mementos’ such as being ‘not like work’, discoverable and fun. In a subsequent design study, artefacts were devised to express these features and develop the understanding of needs and values further via discussion with groups of potential ‘users’. ‘Critical artefacts’(the products of Critical Design)were used to enable participants to envisage broader possibilities for social practices and applications of technology in the context of personal remembering, and thus to engage in the design of novel devices and systems relevant to their lives. Reflection was a common theme in the work, being what the digital mementos were designed to afford and the mechanism by which the design activity progressed. Ideas for digital mementos formed the output of this research and expressed the designer’s and researcher’s understanding of participants’ practices and needs, and the human values that underlie them and, in doing so, suggest devices and systems that go beyond usability to support a broader conception of human activity.
Participatory healthcare service design and innovation
by Simon Bowen
BOWEN, Simon, DEARDEN, Andy, WRIGHT, Peter, WOLSTENHOLME, Dan and COBB, Mark (2010). Participatory healthcare service design and innovation. In: BODKER, K, BRATTETEIG, T, LOI, D and ROBERTSON, T, (eds.) PDC '10 Proceedings of the 11th Biennial Participatory Design Conference. ACM International Conference Proceeding Series . New York, ACM Press, 155-158.
This paper describes the use of Experience Based Design (EBD), a participatory methodology for healthcare service... more This paper describes the use of Experience Based Design (EBD), a participatory methodology for healthcare service design, to improve the outpatient service for older people at Sheffield Teaching Hospitals. The challenges in moving from stories to designing improvements, co-designing for wicked problems, and the effects of participants' limited scopes of action are discussed. It concludes by proposing that such problems are common to participatory service design in large institutions and recommends that future versions of EBD incorporate more tools to promote divergent thinking.

