Open design spaces: socially crafting interactive experiences (original) (raw)

Challenges of Using Open Online Design Spaces – Case Monimos, 8-16

Engaging end-users and user communities to take an active part in the cocreation, evolution, and appropriation of modern, interactive systems has become an increasingly important issue over the last years. Bringing together existing research and experiences as well as new challenges such as long-term, large-scale, or highly distributed stakeholders has led to the notion of Open Design Spaces (ODS) to frame and reflect current developments of distributed co-design. Several, formerly often separated strands of research covering different aspects of these challenges have emerged and led to a growing community of researchers and practitioners building on concepts such as Participatory Design, Meta-Design, and End-User Development. The 2nd International Workshop on Open Design Spaces (ODS 2010) focused particularly on social aspects and community co-creation in Open Design Spaces.

Open design spaces

Proceedings of the 8th ACM Conference on Designing Interactive Systems - DIS '10, 2010

Engaging end-users and user communities to take an active part in the cocreation, evolution, and appropriation of modern, interactive systems has become an increasingly important issue over the last years. Bringing together existing research and experiences as well as new challenges such as long-term, large-scale, or highly distributed stakeholders has led to the notion of Open Design Spaces (ODS) to frame and reflect current developments of distributed co-design. Several, formerly often separated strands of research covering different aspects of these challenges have emerged and led to a growing community of researchers and practitioners building on concepts such as Participatory Design, Meta-Design, and End-User Development. The 2nd International Workshop on Open Design Spaces (ODS 2010) focused particularly on social aspects and community co-creation in Open Design Spaces.

The meta-design of systems: how design, data and software enable the organizing of open, distributed, and collaborative processes

The challenges posed by the complexity of our times requires the Design discipline to understand the many complex relationships behind the social, business, technology and territory dimensions of each project. Such nature of complex systems lays not only inside design projects, but also inside the design processes that generate them, and the ability of organizing them through meta-design approaches is becoming strategic. Since the turn of the century, the design discipline has increasingly moved its scope from single users to local and online communities, from isolated projects to system of solutions. This shift has brought researchers and practitioners to investigate tools and strategies to enable mass-scale interactions by adopting several models and tools coming from software development and web-based technologies: Open Source, P2P, DDD (Diffuse, Distributed, and Decentralized) systems. This influence has matured over the years, and if we observed in the past how such systemic models can be applied in the design practice (part 1), we are facing now a new phase where Design will have an increasing role in enabling such systems through the analysis, visualization and design of their collaborative tools, platforms, processes and organizations (part 2). This scope falls into the Meta-Design domain, where designers build environments for the collaborative design of open processes and their resulting organizations (part 3). In this paper, we address this phenomena by elaborating the Open Meta-Design framework (part 4), that provides a way for designing open, collaborative and distributed processes (including those in the professional design domain). The paper positions the framework among current meta-design and design approaches and develops its features of modeling, analysis, management and visualization of processes. This framework is based on four dimensions: conceptual (describing the philosophy, context and limitations of the approach), data (describing the ontology of design processes), design (visualizing designing processes) and software (managing the connections between the ontology and the visualization, the data and design dimensions). We believe that such a framework could potentially facilitate the participation and the creation of open, collaborative and distributed processes, enabling therefore more relevant interactions for communities. As a conclusion, the paper provides a roadmap for developing and testing the Open Meta-Design framework, and therefore evaluating its relevance in supporting complex projects (part 5).

SourceBinder: Community-based Visual and Physical Prototyping

Guest Editors

Engaging end-users and user communities to take an active part in the cocreation, evolution, and appropriation of modern, interactive systems has become an increasingly important issue over the last years. Bringing together existing research and experiences as well as new challenges such as long-term, large-scale, or highly distributed stakeholders has led to the notion of Open Design Spaces (ODS) to frame and reflect current developments of distributed co-design. Several, formerly often separated strands of research covering different aspects of these challenges have emerged and led to a growing community of researchers and practitioners building on concepts such as Participatory Design, Meta-Design, and End-User Development. The 2nd International Workshop on Open Design Spaces (ODS 2010) focused particularly on social aspects and community co-creation in Open Design Spaces.

Understanding the collaborative-participatory design

Work: A Journal of Prevention, …, 2012

In this study, the role of collaboration in design is discussed, placing emphasis on how to include end-users in the development process. The study is based on a literature review focusing on aspects of collaboration in design, usability and human factors. Thereby, it introduces, compares and contrasts the characteristics of both collaborative and user-centered design perspectives, leading to the collaborative-participatory design approach. Finally, the advantages, disadvantages and precautions of implementing collaborative and participatory models are pointed out.

Revisiting and Broadening the Meta-Design Framework for End-User Development

New Perspectives in End-User Development, 2017

Our contribution will review, analyze, discuss, and synthesize the research work done over the last 10 years exploring meta-design as a major framework for end-user development (EUD). The overriding perspective of our approach is grounded in the basic assumptions that (1) designers can prompt and support change in a community of practice, but they cannot predetermine it and (2) design and use mutually shape one another in iterative, social processes. The paper argues and provides evidence that EUD should not be restricted to create new technologies but its most important and far-reaching impact will be to transform cultures by empowering all people to become active contributors in personally meaningful activities. The individual sections discuss and describe our basic framework, EUD applications in different domains, new conceptual developments that broadened the concept of metadesign, the identification of design trade-offs and drawbacks, and design guidelines. All of these activities have contributed to revisiting and broadening the meta-design framework for end-user development.

Unraveling Challenges in Collaborative Design: A Literature Study

2009

The complexities of modern business technology and policy are straining experts who aspire to design multi-actor systems to enhance existing organizations. Collaborative design is one approach to try and manage complexity in design activities. Still, collaboration in ...

End-User Design and Development with a Distributed Participatory Approach

The workshop theme emphasizes the growing trend towards distributed participatory software design. In our recent work, we have stressed that end-users must take a very active role in shaping software tools to their needs, ie, they need to perform activities of End-User Development. We contribute to the workshop by discussing our approach of meta-design that aims at providing end-users with software environments through which they actively participate, in a distributed way, to system design, development, and even ...

Supporting End Users to Be Co-designers of Their Tools

2009

Nowadays very different people use computer systems for their daily working activities, but also for fun and entertainment or only to satisfy their information needs. Designers are doing their best to create computer systems that work as end users expect, but it must be honestly admitted that they often fail and end users have all rights to complain. In order to improve this situation and create better systems, participatory approaches have been proposed, which involve end users in the design and development process. However, this solution is not without flaws, mainly because timing and ways of users’ participation are very critical. In this paper we discuss our approach to create working systems, which is based on a star model of the software life cycle that drives system design, development and evolution, since software design and development is seen as an evolutive process, driven by end-users activities in the real life. System development does not end with its first release; it is experimented by its end users and further evolved on the basis of their feedbacks. End users are truly engaged in the software life cycle as co-designers and experimenters of the software tools they will use in various application domains.

Engaging Diverse Stakeholders in Interdisciplinary Co-Design Project for Better Service Design

Journal of Cases on Information Technology, 2021

The rapid development of information technology (IT) has enabled digital services to evolve continually and support a growing number of internet-enabled devices, along with user diversity. The end-user anticipation within the smart environments, which are internet-enabled delivery networks and innovative technologies. What tools/methods can support the collaborative design and effectively choreograph the design process with dynamic knowledge between service designers and service users? The cooperative design is recognizable in the design environment with a collection wideranged by co-design methods and tools. In-depth interviews uncover contextually appropriate design process requirements from diverse stakeholder groups. A collection of design tools and methods are selected and implemented within a web-based co-design platform. Uncovered design requirements are subsequently applied in extending the double diamond framework prior to operationalization into a design process blueprint with supporting service design tool selection as the main contributions for this paper.

2011 - Structuring diverging ideas and converging them toward the user-AXIS: A Design Process

This paper proposes a model for human-computer interface design. Design activities are integrated into the early stages of the discovery process to bring stakeholders together and help them reach common goals and explore the project through collaboration. The model offers an environment for dealing with the complexity inherent to the design process when the aim is a human-centered design. The proposed model guides and structures the move around a central axis that represents the evolving users' interests by bringing all stakeholders to collaborate in design activities. Everyone's engagement around that central line, their dialogues and their exchange of information lead to the convergence of viewpoints and to enrichment of project knowledge for the team, more successful design, and development of the project in a timely and more economically efficient manner. INTRODUCTION This paper discusses the problematic of design of human-computer interface (HCI) when a team composed by client, user, designer, and all other stakeholders collaborate. The paper proposes a model where design activities are staged to assist the team to achieve meaningful communications and align their focus on users' needs and wants. The ongoing development and increasing complexity of computer interfaces such as the Internet, or using a software program, impact not only our professional work, but also our social and economic interactions. HCI continually generates new opportunities and problems which design has to address (Löwgren, & Stolterman, 2004). At the same time, unsuccessful design is generally accepted to be a direct result of an inadequate approach at the conceptual level, and in many cases, the inadequate approach is caused by miscommunication, misinterpretation, and lack of understanding among team members (Kleinsmann et al. 2007, Carrara et al. 2009). Being design practitioners and researchers, we presume that design activities have, in the early stages of design process, the potential to bring a diverse team together, help them focus on common goals, and achieve meaningful communication. This also means that the team should meet face-to-face and discuss diverse aspects of the project. As mentioned by Oak (2010), "face-to-face talk is an essential part of the collaborative practice of design, and occurs in tandem with the aforementioned modes of representation and communication (such as sketches and gestures)". In summery this paper outlines how design activities may be used as a method to help the team collaborate efficiently toward usercenteredness. We will discuss the problematic of the research, its methodological approach and the proposed model. We then present how the model was validated.

Meta-design: A framework for the future of end-user development

End user development, 2006

In a world that is not predictable, improvisation, evolution, and innovation are more than a luxury: they are a necessity. The challenge of design is not a matter of getting rid of the emergent, but rather of including it and making it an opportunity for more creative and more adequate solutions to problems. Meta-design is an emerging conceptual framework aimed at defining and creating social and technical infrastructures in which new forms of collaborative design can take place. It extends the traditional notion of system design ...

Design Choices Framework for Co-creation Projects

International Journal of Design, 2018

Recently, an increasing number of design and innovation projects apply co-creation as a process, agenda or tool. Beyond the field of design, these projects often include multiple disciplines such as marketing, service development and innovation, and management and organization studies. In marketing, Ramaswamy and Gouillart (2010) describe a co-creation approach to process design as involving several different stakeholders, exploring their experiences, organizing participatory workshops for improving interactions and building platforms for new interactions and continuous dialogue. In design, while different institutions define the term slightly differently (Mattelmäki & Sleeswijk Visser, 2011), co-creation is widely understood as practices where a design practice and one or more communities of practice participate in creating new desired futures (Holmlid, Mattelmäki, Sleeswijk Visser, & Vaajakallio, 2015). In this paper, co-creation refers to the entire process of a design or innovat...

Towards Stakeholder-Centered Design of Open Systems

Proceedings of the European Conference on Cognitive Ergonomics 2015, 2015

Today's business requires stakeholders to get involved in organizing work and developing organizational processes, ranging from product life cycle management to crossboundary networking of organizations. In that context stakeholders continuously and iteratively need to address their business and knowledge processing environment at the same time. When the business processing environment is concerned, the adaption of work procedures in-use takes center stage. Going beyond operation affects learning, and thus the knowledge processing environment. Hereby, proposals to (fundamentally) change existing work processes are handled. Each input needs to be formulated as knowledge claim, before being investigated for taking decisions on modifying currently implemented processes. The design of corresponding support technologies requires highly flexible, since context-aware architectures. We introduce a corresponding component framework for design support. It features organizational development based on articulating and processing work-relevant knowledge for changing affected business processes. As the framework is open to different implementations versatile interactive solutions can be generated in dynamically evolving settings.

Designing from inside: steps in the evolution of a collaborative system

2002

Users' participation in the design process may change the overall goals of the design. Also, the context in which a prototype is tested might play a critical role in the design process. This paper presents how the contexts of use and a dialogue among users and designers shaped the DHS system. The DHS is a Web-based system that allows users to attach a commentary to certain Web documents. This system was used in a pilot study and two longitudinal case studies, defining a discussion context and an annotation context. Through a text-based commenting dialogue, users contributed ideas for the design and helped repair errors. The dialogue space also supported designers' own communication by making new ideas and prototypes explicit. The experiences from the development of DHS have given valuable insights on how to achieve lightweight participatory design of collaborative systems.

On the transferability of a meta-design model supporting end-user development

On the transferability of a meta-design model supporting end-user development

The availability of different methods (and models) that support the design and evaluation of interactive systems raises a question about the transferability of such methods between application sectors and domains. The transferability refers to the selection and application of a method in a development context, qualifying it for the interactive system in hand. The transferability process should help to identify the main features of the new contexts of use, also taking into account that the system to be developed has to ensure universal access. Moreover, it should allow designers to capitalize on previous development experiences in a systematic way. In order to analyze some of the many challenges determined by the transfer process, this paper reports experiences of transferring a meta-design model, whose aim is to support the design of systems that enable people to perform end-user development activities. The model is further developed when applied in another application domain. A meta-design model can be used in a novel context supporting the design of systems for users performing development activities. Based on the reported experiences on active people involvement, hints for the transferability of any model are provided. People can actively contribute to system design, development and evolution overtime using the novel approach.

A collaborative tool for designing and enacting design processes

2009

Today several approaches using Situational Method Engineering paradigm exist, each of them proposes methods and techniques for developing ad-hoc design processes. In this context heavy efforts were spent in the construction of appropriate tools that could help method engineers in producing a specific design process and in using it. We developed a tool called Metameth for supporting the design process definition and its enactment. Metameth is implemented as a multi-agent system, where each agent is capable of reasoning and adapting itself in order to support the designer in performing different kinds of design activities.

New contexts, requirements and tools to enhance collaborative design practice

The competitive, post-recessionary business environment is increasing pressures on the design industry to accelerate the cycle of product development. This has clear repercussions for product design practice. Design practitioners are under pressure to quickly develop products which will have immediate success in fiercely competitive markets. The ability to creatively innovate alongside other NPD (new product development) stakeholders has become a priority. Whilst collaboration has always been a cornerstone of design, the new contexts require a greater degree of transparency, sharing and communication amongst cross- disciplinary stakeholders. In order to be fit for purpose the available ICT tools need to evolve if they are to meet these challenges. An interdisciplinary research project entitled ‘COnCEPT’ (Collaborative Creative Design Platform) has been established, and is funded under the European Commission Framework 7 programme. The project examines how technology can be used to support collaborative and creative design practice. This paper reports on the literature surrounding collaboration in creative practices. The current context of professional design practice is described and qualitative research exploring shortcomings in the ICT set-up in design studios is examined. The paper sets out a case study to illustrate how the COnCEPT platform will address designers’ requirements for a collaborative software environment. Key features of the software are described – for example, real-time collaborative sketching spaces, ‘smart’ search tools, and the automatic generation of mood boards – which aim to facilitate creativity and streamline collaboration. The paper explores the potential of the platform, delineating its value in the design process.

Co-design for Government Service Stakeholders

Proceedings of the 50th Hawaii International Conference on System Sciences (2017), 2017

Digital services continually evolve to support a growing diversity of users with an ever varying internet-enabled device numbers. The diversity and ambition of digital services is motivated in part by new technology, channels and users within internet enabled smart environments. To address this growing fluidity a co-design approach has been developed that focuses on Government to Citizens (G2C) e-services. Codesign tools and methods are able to maximize opportunities for communicating and collaborating with varied and diverse user groups. A novel G2C e-Service co-design framework is constructed with mechanics for understanding the stakeholder requirements and providing them with an active role throughout the design process. This paper presents a co-design approach with tools and methods that supports wider user participation. The repertory grid technique is used to uncover design process constructs from a diverse group of stakeholder-service users, intermediaries (service interface) and service providers. These constructs are then used to extend the Double Diamond framework before operationalization using Business Process Modelling Notation (BPMN). The conclusions and contributions drawn from this research paper are expected to benefit researchers, by providing user centricity to e-Government service design process, and practitioners, with a systematic framework for supporting the collaboration among stakeholders better design of G2C e-services.