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Integrating Design for All in Living Labs Abstract The European Union has identified innovation as a key driver behind business competitiveness and responsive governance. However, innovation in and of itself may not be sufficient to help businesses bring new products to market and governments to shape public services which really meet people’s needs. The Integrating Design for All in Living Labs (IDeALL) project sought to identify and test methodologies for designing with users in reallife settings. The results of the experiments showed how different methodologies can be applied in different contexts, helping to provide solutions to societal issues and to create products and services which genuinely meet user requirements. The project’s website www.usercentredbusiness.com offers a repository of these methodologies along with case studies showing them in use, so that businesses and public bodies can discover and test them for themselves. ‘Design as a driver of usercentred innovation contributes to getting good ideas to market. It enhances agile and focused product and service development … It facilitates the development of better, transparent and more effective public services and contributes to social innovation, thereby raising the quality of life for all citizens of Europe. And for complex societal problems, design offers peoplecentred approaches that can achieve better solutions.’ Design for Growth and Prosperity (2012) Introduction Innovation is often promoted as essential to the prosperity and indeed survival of European economies in global markets, exemplified by the European Commission’s Innovation Union programme at policy level. With the rise of emerging economies, the Commission warns, their European counterparts may face chronic decline unless they can differentiate themselves through advances brought about by innovation. Yet, while it may be tempting to view “innovation” as a magic solution, innovation in and of itself may not have a universally beneficial impact, as commentators such as Rufo Quantevalle argue (2014). On the macrolevel, funding for research and development in Europe has not necessarily translated into innovation takeup in Europe (‘Open Innovation 2.0: A new paradigm’ Curley and Salemin, 2013). On the microlevel, even in purely market terms, innovation is no guarantee of the success of a product or service, as writers such as Mulder have shown in this publication (2012). Indeed, Gournville finds that while ‘Innovation is crucial to the longterm success of many firms’, ‘highly innovative products… fail at a greater rate than less innovative products’ (2005; pdf link), a phenomenon which he attributes to the need for fundamental behaviour change the adoption of such products requires. How, then, can companies lead the innovation charge while mitigating the risks of launching new products?

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Page 1: 140901 IDeALL article ENoLL review - WordPress.com · 3H!(Head,!Heart,!HandsHon)!–!Citilab! 3H!methodology! uses! the! human! body! metaphor! to! describe! a! stepFbyFstep! userFdriven

Integrating  Design  for  All  in  Living  Labs    Abstract    

The  European  Union  has  identified  innovation  as  a  key  driver  behind  business  competitiveness  and  responsive  governance.  However,  innovation  in  and  of  itself  may  not  be  sufficient  to  help  businesses  bring  new  products  to  market  and  governments  to  shape  public  services  which  really  meet  people’s  needs.  The  Integrating  Design  for  All  in  Living  Labs  (IDeALL)  project  sought  to  identify  and  test  methodologies  for  designing  with  users  in  real-­‐life  settings.  The  results  of  the  experiments  showed  how  different  methodologies  can  be  applied  in  different  contexts,  helping  to  provide  solutions  to  societal  issues  and  to  create  products  and  services  which  genuinely  meet  user  requirements.  The  project’s  website  www.usercentredbusiness.com  offers  a  repository  of  these  methodologies  along  with  case  studies  showing  them  in  use,  so  that  businesses  and  public  bodies  can  discover  and  test  them  for  themselves.    

‘Design  as  a  driver  of  user-­‐centred  innovation  contributes  to  getting  good  ideas  to  market.  It  enhances  agile  and  focused  product  and  service  development  …  It  facilitates  the  development  of  better,  transparent  and  more  effective  public  services  and  contributes  to  social  innovation,  thereby  raising  the  quality  of  life  for  all  citizens  of  Europe.  And  for  complex  societal  problems,  design  offers  people-­‐centred  approaches  that  can  achieve  better  solutions.’  

Design  for  Growth  and  Prosperity  (2012)  

Introduction    

Innovation  is  often  promoted  as  essential  to  the  prosperity  and  indeed  survival  of  European  economies  in  global  markets,  exemplified  by  the  European  Commission’s  Innovation  Union  programme  at  policy  level.  With  the  rise  of  emerging  economies,  the  Commission  warns,  their  European  counterparts  may  face  chronic  decline  unless  they  can  differentiate  themselves  through  advances  brought  about  by  innovation.  Yet,  while  it  may  be  tempting  to  view  “innovation”  as  a  magic  solution,  innovation  in  and  of  itself  may  not  have  a  universally  beneficial  impact,  as  commentators  such  as  Rufo  Quantevalle  argue  (2014).  

On  the  macro-­‐level,  funding  for  research  and  development  in  Europe  has  not  necessarily  translated  into  innovation  take-­‐up  in  Europe  (‘Open  Innovation  2.0:  A  new  paradigm’  Curley  and  Salemin,  2013).  On  the  micro-­‐level,  even  in  purely  market  terms,  innovation  is  no  guarantee  of  the  success  of  a  product  or  service,  as  writers  such  as  Mulder  have  shown  in  this  publication  (2012).  Indeed,  Gournville  finds  that  while  ‘Innovation  is  crucial  to  the  long-­‐term  success  of  many  firms’,  ‘highly  innovative  products…  fail  at  a  greater  rate  than  less  innovative  products’  (2005;  pdf  link),  a  phenomenon  which  he  attributes  to  the  need  for  fundamental  behaviour  change  the  adoption  of  such  products  requires.    

How,  then,  can  companies  lead  the  innovation  charge  while  mitigating  the  risks  of  launching  new  products?  

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How  can  public  services  evolve  in  such  a  way  that  they  empower  citizens  without  leaving  any  one  group  behind?    

How  can  design  be  a  factor  of  change  while  leading  innovation  to  the  market?  

 

This  article  describes  the  IDeALL  project,  which  aimed  to  address  these  issues.  The  first  section  shows  how  the  European  Union  has  begun  to  consider  the  discipline  of  design  as  a  driver  of  innovation;  it  goes  on  to  give  a  brief  explanation  of  the  two  main  themes  of  the  project,  design  for  all  and  Living  Labs.  The  second  section  explains  the  rationale  behind  the  project  and  gives  examples  of  the  methodologies  collated  and  compared,  according  to  different  criteria  which  were  used  to  classify  them.  In  the  third  section,  examples  and  findings  of  some  of  the  experiments  undertaken  and  case  studies  researched  during  the  project  are  given  in  four  main  areas:  services,  health  and  social  care,  information  and  communication  technology  (ICT)  and  urban  design,  with  suggestions  for  possible  further  applications  of  these  methodologies  by  other  businesses  and  public-­‐sector  bodies.    

Design  as  a  driver  of  innovation    The  European  Commission  has  begun  to  address  these  questions  at  policy  level  in  a  number  of  ways,  including  a  focus  on  non-­‐technological  innovation  such  as  design.  In  2011  it  established  a  Design  Leadership  Board,  whose  report  Design  for  Growth  and  Prosperity  was  published  in  2012  with  recommendations  aimed  at  ‘enhanc[ing]  design’s  long-­‐term  contribution  to  smart,  sustainable  and  inclusive  growth  through  increased  competitiveness  and  the  pursuit  of  a  better  quality  of  life’  (ed.  Thomson  and  Koskinen,  2012;  pdf  link).  The  report  presents  design,  defined  as  ‘an  activity  of  people-­‐centred  innovation  by  which  desirable  and  usable  products  are  defined  and  delivered’,  as  a  driver  of  innovation;  by  bringing  the  end  user  closer  to  the  innovation  process,  it  argues,  the  risk  of  launching  new  products  and  services  may  be  reduced.    

Design  for  all,  is  a  branch  of  design  which  takes  human  diversity  into  account  so  that  anyone,  no  matter  what  their  personal  characteristics  and  including  future  generations,  can  access  goods,  services  and  environments  and  hence  participate  fully  in  society  (Aragall  and  Montaña,  2012).  While  technology  brings  new  possibilities,  it  can  be  a  barrier  as  well  as  a  facilitator  (Steinfeld  and  Maisel,  2012);  design  for  all  seeks  to  ensure  that  technological  innovation  is  tied  to  social  progress,  as  design-­‐for-­‐all  professional  Rafael  Montes  has  suggested,  for  example,  in  an  interview  cited  in  the  Design  for  All  Foundation  Awards  2013  brochure.  

The  emergence  of  Living  Labs  has  provided  a  mechanism  for  precisely  this  kind  of  multidisciplinary,  co-­‐creative  approach,  allowing  companies  to  test  products  with  users  and  public  bodies  to  try  new  ways  of  providing  services.  Living  Labs  allow  design  for  all  to  make  the  logical  step  from  user-­‐centred  design  to  user-­‐driven,  co-­‐creative  design.  As  Mulder  (2012)  and  others  suggest,  by  providing  a  real-­‐life  environment  for  the  co-­‐creation  and  evaluation  of  innovations,  Living  Labs  allow  complex  problems  to  be  identified  and  solutions  to  be  developed  which  will  ultimately  be  more  acceptable  to  a  range  of  end  users.  Furthermore,  thanks  to  new  technologies  and  manufacturing  methods,  more  channels  for  co-­‐creation  and  evaluation  have  been  made  possible,  as  many  commentators,  including  the  European  Design  

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Leadership  Board  in  Design  for  Growth  and  Prosperity,  note.  However,  the  ability  of  Living  Labs  to  facilitate  user-­‐driven  design  has  not  yet  been  fully  embraced  by  the  small  and  medium  enterprises  (SMEs)  which  make  up  99%  of  businesses  in  the  European  Union  or  by  public  bodies  who  may  be  intrigued  by  Government  2.0  but  wary  of  the  risks  involved  in  changing  their  ways  of  operating.    

Integrating  Design  for  All  in  Living  Labs      The  IDeALL  project  was  developed  as  a  response  to  this.  One  of  six  projects  co-­‐financed  under  the  European  Commission’s  Design-­‐Driven  Innovation  programme,  it  aimed  to  bring  the  design  and  Living  Lab  communities  closer  together  and  to  identify  within  these  communities  the  best  ways  to  innovate  with  users  in  different  contexts.  Led  by  the  Cité  du  design  in  France,  itself  a  design  centre  and  Living  Lab,  the  project  consortium  included  design  centres,  Living  Labs,  educational  institutions  and  research  centres,  as  well  as  the  European  Society  of  Concurrent  Enterprising  Network  and  the  European  Network  of  Living  Labs.  Among  the  Living  Labs  in  the  consortium  and  its  supporting  community  were  examples  of  the  different  types  analysed  by  Leminen  et  al  in  this  journal  (2012).  

Responding  to  Pallot  et  al’s  identification  of  ‘the  lack  of  comparative  studies  on  design  methods  involving  users’  as  one  of  the  barriers  ‘towards  a  more  integrating  approach  of  methods  that  could  be  used  in  a  L[iving]  L[ab]’  (2012),  a  comparative  analysis  of  user-­‐centred  design  methodologies  was  undertaken.  The  methodologies  were  compared  using  the  following  criteria:    

• the  phase  of  the  development  process  (research/ideation/prototyping/evaluation)  • the  methodology  duration  (short/medium/long)  • the  user  involvement  (low/medium/high).    

This  analysis  showed  how  the  methodologies  might  be  useful  in  different  contexts  according  to  different  requirements  and  restrictions,  and  methodologies  can  be  searched  by  these  criteria  on  the  website.  For  example,  a  company  wishing  to  develop  a  service  might  use  the  Service  Innovation  Corner  methodology  used  by  the  University  of  Lapland,  or  Laurea  University  of  Applied  Science’s  Service  Innovation  and  Design  methodology.  A  company  wishing  to  design  and  prototype  a  new  product  might  use  the  Cité  du  design’s  Laboratoire  des  Usages  et  Pratiques  Innovants  (LUPI)  (Innovative  Use  and  Practice  Laboratory)  methodology,  while  a  company  wishing  to  shift  to  a  more  user-­‐centred  business  model  overall  might  consider  Francesc  Aragall’s  HUMBLES  method  for  user-­‐centred  business.  In  the  subsections  below,  we  describe  some  examples  of  these  methodologies,  which  are  summarized  in  Table  1.  

Table  1.  Summary  of  four  example  methodologies  for  user-­‐centred  design  

Methodology   Phase   Duration   User  Involvement  

1.  Service  Prototyping   Ideation  

Prototyping  

Evaluation  

Short   High  

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2.  3H   Research  

Ideation  

Prototyping  

Evaluation  

Medium  to  long   High  

3.  LUPI   Research  

Ideation  

Short  to  medium   Medium  

4.  HUMBLES     Research  

Ideation  

Prototyping  

Evaluation  

Medium  to  long   Medium  

 

Service  prototyping  –  University  of  Lapland  

SINCO  (Service   Innovation  Corner)   is  a  service  prototyping   lab  at  the  University  of  Lapland   in  Rovaniemi.  SINCO   lab  helps  visualising  and  concretising  abstract   services  and  experiences  by  using  service  design  tools  and  prototyping  methods.  Service  prototypes  consist  of  pictures  or  videos  that  are  projected  to  screens  and  also  sounds,  lights  and  props.  After  completion  of  the  service  prototype,  it  will  be  tested  and  further  developed  by  using  drama  methods.  

 What  does  service  prototyping:    means?  

-­‐ Helping  entrepreneur  to  see  the  service  from  a  customer  point  of  view    -­‐ Enhancing  new  service  ideas  by  previewing  different  kinds  of  possibilities    -­‐ Increasing  likelihood  of  innovations    -­‐ Helping  strategic  decision  making    -­‐ Decreasing  risks  related  to  producing  and  launching  a  new  service  

 

SINCO  makes  it  possible  to:    

1. Analyse  existing  services  and  user  experiences    2. Visualise  ideas  and  develop  them  quickly    3. Communicate,  test  and  act  out  concepts  coherently  

 Usually,  stakeholders  involved  in  SINCO  experimentation  are  customers,  designers,  engineers,  salespersons  etc…  The  fields  of  application  are  those  where  the  user  experience  or  customer  journey   is   paramount,   ie.   public   institution   buildings,   shops,   restaurant   industry,   transports  etc…    

Interactions  with  the  end-­‐users  are  not  online  but  in  real  life.  Therefore,  the  contact  with  users  is  very  high  as  they  use  drama  to  prototype  the  service.  On  the  downside,  it  is  difficult  to  apply  

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the   exercise   to  more   than   10   persons   at   once.   The   relative   cost   to   apply   SINCO   is   variable,  whereas  the  timespan  to  apply  it  is  quite  short.  

Service  design   is   one  of   the   strategic   research  areas   at   the  University  of   Lapland  where  The  Faculty   of   Art   and   Design   has   worked   for   several   years   with   service   design   and   service  prototyping  methodology.  Research  concentrates  on  two  different  areas:    1)   Studying   how   service   prototyping   can   add   value   at   various   phases   of   the   service   design  process  and  2)  Researching  how  agile  technologies  can  be  used  in  prototyping  customer  journeys,  service  moments  and  different  touch  points  quickly  and  iteratively.    Both   research   areas   become   concrete   in   University   of   Lapland’s   SINCO   (Service   Innovation  Corner)   laboratory,   which   represents   a   holistic   hands-­‐on   approach   to   service   design,   co-­‐creation   and   user-­‐experience-­‐driven   innovation   activities.   SINCO   also   helps   visualising   and  concretising   abstract   services   and   experiences   by   using   service   design   tools   and  prototyping  methods  with  the  support  of  existing  technological  solutions  (Rontti  et  al.  2012).  These  are  the  reasons   why   service   design   and   especially   service   prototyping   methods   were   selected   to  IDeALL-­‐project  experimentation.    For   implementing   issue   SINCO   you’ll   need   at   least:   Two   back   projection   screens,   two   video  projectors,   space   for   service   stage   (Space   for   prototyping   and   experiencing   the   simulation),  control   computer,   speakers   and   dual-­‐display   adapter,   PowerPoint-­‐software   which   is  programmed  in  two  screens  (for  more  information  www.sinco.fi).    

   

Service  Innovation  and  Design  –  Laurea  University  of  Applied  Sciences  

Laurea  University  of  Applied  Sciences  is  an  expert  in  the  field  of  living  labs  and  user-­‐centered  and  user-­‐driven  innovations  which  is  enabled  by  its  pedagogical  model  Learning  by  Developing  (LbD).  As  being  a  living  lab  and  developing  services  together  with  the  end-­‐users,  participatory  design  and  co-­‐creation  methods  in  Service  Design  are  essential  part  of  all  practical  work  done  by  Laurea  UAS.  As  seen  from  the  case  studies  provided  by  Laurea  UAS,  it  is  evident  that  in  our  case  as  an  educator,  not  one  specific  methodology  is  chosen  over  another,  as  development  of  innovations   is   always   context-­‐bound   and   dependent   on   the   purpose   of   the   development.  However,   new  methods,   e.g.   Visionary   Concept   Design,   Carpet   of   Stories   and   Design   for   All  User   Panel,   have   been   created   through   case   studies.   Laurea   UAS   has   been   co-­‐creating   also  tools  like  CoCo  Toolkit.    

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3H  (Head,  Heart,  Hands-­‐on)  –  Citilab  

3H   methodology   uses   the   human   body   metaphor   to   describe   a   step-­‐by-­‐step   user-­‐driven  innovation  process.  It  is  an  open  living  lab  methodology.  It  has  been  specifically  developed  for  the  iCity  project.  

The  methodology  goes  through  three  major  phases:  

1.   Head  activity:  identifying  and  mapping  the  actors  of  the  community  innovation  system,  to  provide  protocols  and  tools  to  collect  and  understand  the  needs  and  barriers  to  participate.  

2.   Heart   activity:   consolidating   all   the   relationship   necessary   to   establish   trust   and  commitment  between  all  the  stakeholders.  

3.   Hands-­‐on:   engaging   the   participants   in   the   co-­‐creation   and   development   activity   in  itself.  The  final  part  of  this  activity  includes  an  evaluation  activity  based  in  a  client-­‐driven  set  of  indicators  

 

3H  methodology   favours  multi-­‐disciplinary   teams  and   is  not   restricted  to  a  particular   type  of  user   (4ple   helix.   However,   3H   has   been   developed   by   Citilab   and   has   been   tested   in   their  citizen  engagement  activity.  This  in-­‐house  methodology  has  been  adapted  to  the  iCity  project  in   order   to   engage   its   stakeholders,   and   to   foster   the   co-­‐creation   of   public   interest   services  applications.  The  approximate  cost  of  3H  application  is  of  15%  of  the  total  innovation  project  budget.   Moreover,   the   approximate   timespan   needed   to   apply   3H   is   of   15%   of   the   total  timespan  allocated  to  the  innovation  project.  

For  information,  a  particular  attention  is  needed  for  the  preparation  of  the  interviews  with  the  end-­‐users.   Indeed   for   insight   gathering,   meetings   with   end-­‐users   are   frequently   employed.  This   implies   high   contact   with   the   user   through   face-­‐to-­‐face   discussions.   On   the   downside,  preparing  and  conducting  these  interviews  demand  a  lot  of  time  and  thus  quantity  of  insights  can  be  limited.  

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3H  is  best  used  for:  Investigation,  exploration,  development,  execution  and  evaluation  

This   project   covers   the   all   development   project   from   the   research   to   the   evaluation.   The  duration  depends  on  the  scale  of   the  project.  The  minimum  for   its  application  would  be  one  year.    This  project  works  with  the  user  in  different  ways  during  all  the  process.    The  users  are  engaged   so   they   become   co-­‐creators.   For   that   reason  we   describe   the  User   involvement   as  high.  

 

LUPI  –  Cité  du  design  

LUPI   is  a  user-­‐centered  co-­‐creation  tool  conceived  in  the  Cité  du  design.   Inspired  by  research  methods  from  the  Cité  du  design  research  department,  the  LUPI’s  added  value  is  its  flexibility  (it   has   been   applied   in   the   private   as   well   as   local   government   sector)   as   well   as   its   short  duration  (three  to  six  months),  which   is   in   line  with  SMEs  temporality.  A  LUPI  project  always  consists  in  three  phases:  

 

1. Framing   the   issue   (1  day):  During   the   first  meeting,   the  goal   is   to   frame   the   starting  issue.  Usually,  partners  share  their  issues  and  clarify  them  collectively.  Throughout  the  day,  with  the  help  of  a  couple  of  designers  and  the  project  coordinator  these  ideas  are  refined   and   a   particular   investigation   track   is   chosen.  When   the   issue   is   clarified,   a  typology  of  users  is  also  defined  in  order  to  prepare  the  next  phase  of  the  LUPI  project.  

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 2. On-­‐site  observations   (3  ½  days):   The   second  phase   is   the  more   immersive  one.   LUPI  

partners   are   trained   by   the   designers   in   reporting   insights   from   the   previously  identified   users   by   personally   meeting   them   for   a   2   to   3   hour   interview.   Just   like  designers,  the  LUPI  stakeholders  will  have  previously  prepared  the  reporter  book  and  defined   field   sensors   in   order   to   better   catch   the   “hidden”   insights   that   users   will  express  in  the  midst  of  the  interview.  After  the  interview,  LUPI  stakeholders  will  have  to  synthetize  the  interview  in  order  to  present  it  to  the  group.  

 3. Sharing  (1  day):  Turn  by  turn,  each  LUPI  partner  presents  (in  a  20  minute  format)  the  

collected   insights   from   the  on-­‐site  observations  and   interviews.  A  particular   stress   is  made  on  the  most  visual  presentation  as  well  as  on  the  “hidden”  insights  that  a  user  may   express   through   a   powerful   verbatim.   After   the   presentations,   the   LUPI   goes  through  an  ideation  phase  were  the  collected  and  new  ideas  are  mapped  with  the  help  of   the   designers.   A   particular   attention   will   be   addressed   to   concepts   with   strong  strategy  leading  to  sustainable  business  models.  

 

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Finally,   the  most   significant   concepts   generated   from   the   last   LUPI   step   are   rendered   in   the  form   of   a   scenario   title   associated   to   a   presentation   pitch,   illustrated   by   visual   elements  (sketches,  videos,  animation…).  The  storytelling  medium  is  therefore  the  form  of  the  LUPI  final  deliverable.  These  hypothesis  are  then  assembled  in  a  portfolio  created  by  the  designers  (as  a  resource).  The  complete  deliverable  is  composed  of  a  minimum  of  12  scenarios.  

 

LUPI   methodology   is   a   research   methodology.   It   is   therefore   not   much   involved   in   the  prototyping   or   evaluation   phase   of   projects.   However,   90%   of   LUPI   projects   have   led   to  prototypes  and  sometimes  products  on  the  market.  

Concerning   time,   the   LUPI   is   originally   a   tool  dedicated   to   companies   and  SMEs   that  usually  don’t  dedicate  a  lot  of  resources  to  innovation.  A  total  of  three  meetings  spread  in  three  to  six  months,  is  usually  accepted  by  a  majority  of  companies  or  local  governments.  

Here  the  users’  involvement  is  considered  ‘medium’  as  their  impact  is  indirect.  However  from  the   point   of   view   of   the   LUPI   partners,   the   involvement   is   very   high   as   they   are   directly  involved   in   a   typical   design   process:   on-­‐site   observations,   end-­‐user   interviews   and   visual  restitution.  

 

HUMBLES  –  DfA  foundation  

HUMBLES  methodology  was  created  by  Francesc  Aragall  (Design  for  All  foundation)  published  in   a   book   together   with   Jordi   Montana   (ESADE   Faculty   of   Business   Administration).   This  human-­‐centred  methodology  works  on  seven  iterative  steps  that  are:  

1. Highlight  Design  for  All  opportunities  2. User  identification  3. Monitor  interaction  4. Breakthrough  options  5. Lay  out  solutions  6. Efficient  communication  

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7. Success  evaluation  

HUMBLES   is   adapted   to   the   following   typology   of   users:   CEO,   CFO,   HR,   Marketing,   R&D,  employees,  customers  and  consumers.  Therefore,  it  is  strongly  adapted  to  the  SME  world.  The  application  cost  and  time   is  quite  difficult   to  confine  as   it   is  not  mandatory  to  go  through  all  the  seven  HUMBLES  steps   to  apply   it.  However   if  all   the  steps  are  applied  sequentially,   then  the  estimated   timespan  would  be   from  one  moth  up   to  one  year   and   the  estimated   cost  of  would  be  between  3.000€  and  70.000€  

For  gathering  end-­‐user  insight,  HUMBLES  is  quite  effective  quantitatively  as  it  is  mainly  based  on  surveys.  On  the  downside,  the  level  of  qualitative  insights  will  be  limited  by  this  medium  of  user  insight  collection.  

This  method   is  mainly   focused  on   shaping   the   companies   strategies   by   human  diversity   and  users  expectations.  The  concrete  tools  to  research  about  the  end  users  and  to  involve  them  in  the  design  process  varies  for  each  business  sector  and  company  strategy.   It  has  been  proven  especially  effective   to  change   the  companies'  perception  of   the  value  of  users  as  knowledge  source.  

Some  findings  

A  majority  of   the   collated  methodologies   involve   the  user  at   a  high   level  of   implication.  The  user  is  active  at  the  first  steps  (ideation)  in  all  the  methodologies,  but  we  don’t  know  about  the  implication  in  further  ones.  Therefore  it   is  more  accurate  to  mention  these  methodologies  as  design   for   the   user   rather   than   with   the   user.   Finally,   as   time   is   a   strong   constraint   for  companies,  it  is  fortunate  to  notice  that  a  majority  of  the  collated  methodologies  have  a  quite  short  duration  (a  LUPI  can  be  applied  in  2  months).    

 

Experimenting  methodologies  in  real-­‐life  environments  With  the  aim  of  testing  these  methodologies  and  finding  what  made  each  of  them  particularly  suitable  in  different  contexts,  experiments  were  carried  out  in  the  Rhône-­‐Alpes  region  of  France,  Catalonia,  Slovakia,  Latvia  and  Finland.  Case  studies  showing  additional  applications  of  the  methodologies  were  also  collated.  These  are  collated  on  the  website  www.usercentredbusiness.com,  allowing  users  to  see  examples  of  the  methodogies  in  action,  adapted  to  the  requirements  of  the  local  context.  

Service  design  

Service  design  is  becoming  an  increasingly  important  sector,  and  good  service  design  can  result  in  increased  customer  loyalty.  The  two  Finnish  partners  involved  in  the  IDeALL  project,  Laurea  University  of  Applied  Sciences  and  the  University  of  Lapland,  are  at  the  forefront  of  service  design  in  Europe.  Lapland’s  SINCO  service-­‐prototyping  methodology  is  particularly  useful  for  delivering  mock-­‐ups  of  services  which  immerse  users  in  the  experience  before  the  service  is  fully  designed.  This  methodology  is  used  to  explore  ways  to  make  a  shopping  centre  more  interactive  and  multisensory;  techniques  included  interviews,  customer  observation,  surveys  and  service  prototyping.  Furthermore,  the  tool  has  been  experimented  outside  its  country  of  birth  (Finland)  in  the  context  of  the  2013  International  Design  Biennial  Living  Lab  space  ‘Les  

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Labos’  in  Saint-­‐Etienne.  The  experiment  has  proven  very  successful  as  the  visitors  ‘roleplayed’  as  foreign  shopping  centre  users  and  consumers.      

The  shopping  centre’s  manager  commented:  ‘Young  people  who  grow  up  here  can  be  seen  as  long-­‐term  clients  for  us.  They  use  certain  services  now,  but  if  they  stay  in  [the]    …area  as  grown-­‐ups  they  can  continue  to  be  our  clients  for  a  very  long  time.’  (See  video).    

 

 

 

SINCO  Living  Lab  methods  in  action  at  the  Rajalla-­‐På  Gransen  shopping  centre  and  the  Biennale  Internationale  Design  (2013  edition)    

 

Laurea’s  approach  to  service  design  was  demonstrated  through  case  studies  collected  for  the  project.  These  provide  examples  of  co-­‐designing  services  which  might  be  complicated  or  involve  ethical  considerations,  such  as  creating  home  safety  devices  to  support  independent  living  in  the  Guarantee  project  for  designing  a  kit  to  self-­‐test  heart  arrhythmia.    

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Laurea  was  involved  in  service-­‐design  aspects  for  the  Heartbug  

 

Health  and  social  care  

With  rising  levels  of  obesity  and  an  ageing  population,  the  health  challenges  faced  by  European  countries  are  familiar  to  many  industrialised  nations.  Technology  may  create  lead  to  the  creation  of  increasingly  sophisticated  healthcare  solutions,  but  focusing  on  the  user  is  essential  if  they  are  to  be  genuinely  responsive  and  personalised  to  individual  needs.    

Several  experiments  were  undertaken  in  the  area  of  healthcare  as  part  of  the  project,  and  show  how  businesses  and  public  bodies  can  select  methodologies  to  respond  to  users’  healthcare  needs.  These  include  the  development  of  a  smart  pill  dispenser,  supported  by  IDeALL  partner  Medic@alps.  The  HUMBLES  method  for  user-­‐centred  business  was  applied  in  an  experiment  involving  Lékué,  a  Catalan  company  with  a  strong  focus  on  innovation.  This  helped  them  to  shift  their  business  aims  from  ‘being  a  market  leader  in  the  production  of  silicon-­‐based  products’,  to  ‘producing  utensils  which  would  support  people  to  cook  well  and  follow  a  healthy  diet’.  

User  co-­‐creation  and  co-­‐prototyping  tools  and  methods  have  also  been  used  in  one  of  the  several  social-­‐care  projects  led  by  the  Cité  du  design.  For  instance,  ‘Métamorphoses,  Design  Local!  Ou  la  rénovation  par  les  usager’  where  users  with  light  psychological  disorders  are  all  involved  in  a  heavy  renovation  of  their  association’s  premises  with  the  help  of  the  staff  and  a  designer.  Adherents  where  empowered  as  designers  of  their  future  premises  from  the  early  ideation  phases  (discovery  of  the  design  discipline,  co-­‐creation  brainstormings),  to  the  collective  prototyping  (each  user  was  involved  in  mock-­‐up  building),  to  the  actual  renovation  (painting,  furniture  manufacturing…).  The  uniqueness  of  this  project  resides  in  the  indirect  therapeutic  effect  of  the  action  as  some  of  the  adherents  gained  self-­‐confidence  and  learned  new  techniques  that  could  lead  to  job  opportunities.        

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Hands-­‐on  session  at  the  Lucien  Bonnafé  association  

 

Information  and  communication  technology  (ITC)  

ICT  clearly  plays  a  pivotal  role  in  this  new  co-­‐creative  landscape,  providing  both  the  paradigms  (e.g.  open  source)  and  the  tools  (e.g.  user-­‐generated  content-­‐sharing  networks).  Several  experiments  and  case  studies  selected  by  the  IDeALL  project  show  how  new  technologies  can  open  new  possibilities  for  all  users,  as  shown  in  the  example  of  Barcelona  Laboratori,  an  IDeALL  case  study  which  seeks  to  make  the  whole  city  of  Barcelona  into  a  Living  Lab.  Serra  describes  Barcelona  Laboratori  as  a  project  “to  build  a  second  generation  of  citizen  laboratories  involving  both  the  current  official  innovation  system  (universities,  research  centres,  large  businesses)  and  new,  emerging  stakeholder,  such  as  entrepreneurs,  urban  innovation  communities,  (arduinos,  fablabbers,  social  innovators),  extending  this  innovation  potential  to  as  many  citizens  as  possible  …  through  schools,  cultural  centres,  retirement  homes,  not-­‐for-­‐profit  organisations  and  more’”.  This  ethos  is  exemplified  in  the  IDeALL  experiment  the  iCity  project,  which  seeks  to  open  up  cities’  information  infrastructure  to  promote  the  co-­‐creation  of  public  services  in  areas  such  as  mobility,  environment,  security  and  health,  by  developers.  This  example  may  be  instructive  for  local  governments  wishing  to  introduce  smart  technology  into  their  area,  who  can  use  this  approach  to  ensure  that  new  services  are  responsive  to  residents’  needs  and  that  big  data  is  used  in  a  way  which  benefits  citizens.    

At  the  local  level,  Citilab  experiments  have  been  directed  towards  equipping  participants  with  the  skills  to  adapt  to  a  new  digital  economy  and  participate  in  the  Internet  of  Things.  The  ‘Nuevos  Artesanos’  (New  Artesans)  experiment,  for  example,  was  developed  as  a  response  to  people  with  traditional  craft  skills  finding  themselves  out  of  work.  Combining  programming  and  electronics  workshops  with  a  DIY  ethos,  participants  were  able  to  put  their  craft  skills  to  

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use  in  the  creation  of  smart  items,  documenting  the  process  as  they  went  along  (website).  Similarly,  the  ‘Inventa’t  la  feina’  (Invent  your  own  job)  experiment  sought  to  find  a  solution  to  the  situation  in  Mataró,  which  has  some  of  the  highest  youth  unemployment  levels  in  Europe,  by  supporting  young  people  to  develop  and  assess  their  own  business  ideas.  

 

Nuevos  Artesanos  at  work.  Citilab,  2014  

In  the  Rhône-­‐Alpes  area,  the  Agence  Régionale  du  Développement  et  de  l'Innovation  (ARDI),  (Regional  Development  and  Innovation  Agency)  oversaw  further  experiments  opening  out  technological  innovation  to  a  wide  range  of  users.  In  the  Webnapperon  2  (Web  Doily  2)  experiment  by  ERASME  HOST,  co-­‐creation  workshops  led  to  the  “Web  doily”  which  works  with  an  RFID-­‐equipped  photo  frame  to  allow  online  content  to  be  shared  and  therefore  older  users  in  particular  to  keep  in  touch  with  family  and  friends  without  needing  computer  skills.  

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ICT-­‐themed  workshops  in  Rhône-­‐Alpes,  France  

Urban  design  

With  ever  greater  numbers  of  populations  living  in  cities,  coupled  with  changing  conditions  in  industry  and  the  pressures  brought  about  by  increasingly  scarce  resources,  creating  cities  which  are  vibrant,  sustainable  and  promote  health  and  wellbeing  is  a  key  policy  issue  for  many  European  nations.  Several  IDeALL  experiments  took  place  in  the  urban  sphere.  In  Saint-­‐Étienne,  several  experiments  used  the  LUPI  methodology.  One  of  the  experiments  for  examples  tried  to  answer  the  question  of  urban  furniture  modularity.  Among  the  stakeholders  were  found:  mechanical  industry  company  clusters  and  technicians  from  the  city  of  Saint-­‐Etienne.  After  having  met  and  interviewed  key  stakeholders  from  the  urban  furniture  domain,  LUPI  stakeholders  altogether  with  two  designers  produced  more  than  a  dozen  concepts  of  modular  furniture  fastening  systems  in  the  form  of  use-­‐scenarios.  Fortunately,  the  project  went  further  than  the  conceptual  phase  and  after  various  prototypes  the  PLUG  emerged  (Urban  Pillar  for  General  Use),  a  unique  fastening  system  that  allows  to  very  easily  and  

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securely  plug  urban  furniture  in  the  street  according  to  the  city’s  numerous  events  (market  day,  open-­‐air  concerts,  exhibitions  etc..).  

 

 

Urban  Pillar  for  General  Use,  concept  images  

An  experiment  in  Slovakia,  a  country  where,  according  to  the  Slovak  Design  Centre,  the  concept  of  design  for  all  was  not  well  known,  showed  how  users  could  co-­‐create  public  spaces  based  on  real  needs.  The  original  idea  was  to  come  up  with  designs  for  street  furniture,  but  this  evolved  into  a  more  fundamental  question:  what  do  people  want  in  public  spaces?  The  Slovak  Design  Centre  involved  the  City  of  Bratislava,  designers,  architects,  an  art  academy  and  university  of  technology,  cycling  and  accessibility  associations,  bicycle  and  street-­‐furniture  manufacturer  in  the  project.  Using  a  range  of  user-­‐centred  methods  to  gather  and  prototype  ideas  in  the  actual  setting,  the  experiment  was  widely  publicised  in  the  Slovak  press.  By  helping  the  city  council  work  towards  its  sustainable  transport  objectives,  the  experiment  to  redesign  a  street  gained  their  support,  while  simultaneously  introducing  a  new  generation  of  students  to  the  idea  of  user-­‐driven,  design-­‐led  innovation.  

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Street  for  All  experiment  organised  by  the  Slovak  Design  Centre  Photos:  Jan  Mytny    

 

Conclusion    While  technological  innovation  is  crucial  to  remaining  competitive  in  international  markets,  the  results  will  only  be  adopted  if  they  are  attractive  to  end  users.  The  IDeALL  project  helped  demonstrate  how  bringing  user-­‐driven  design  into  Living  Labs  can  translate  innovations  into  solutions  for  everyday  user  needs.  It  showed  that  there  is  a  wide  range  of  user-­‐centred  design  methodologies  which  can  be  adapted  to  different  contexts  and  which  can  help  provide  solutions  for  societal  issues  such  as  caring  for  an  ageing  population,  obesity  and  unemployment.  Different  methodologies  will  be  of  interest  to  different  organisations:  for  example,  businesses  wishing  to  deliver  tailored  services  may  wish  to  use  service-­‐design  methodologies  such  as  those  used  by  the  University  of  Lapland  and  Laurea  University  of  Applied  Sciences,  while  local  governments  may  wish  to  consider  methodologies  such  as  LUPI  to  help  co-­‐design  public  spaces  and  at  the  same  time  support  local  businesses.  Further  

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experiments    using  these  methodologies  would  help  to  determine  different  applications.  Also  the  project  has  helped  building  a  taxonomy  of  methodologies:  a  majority  of  the  collated  methods  implicate  the  user  at  a  high  level  at  the  ideation/conception  phases  but  we  not  so  much  in  the  latter  ones  (prototyping  for  instance).  

The  IDeALL  consortium  invites  anyone  interested  in  user-­‐driven,  design-­‐led  innovation  to  explore  the  user-­‐centred  business  portal:  www.usercentredbusiness.com  and  provide  feedback  on  how  this  can  be  improved  to  better  meet  their  requirements.  One  of  the  most  interesting  results  of  the  project  has  been  the  creation  of  the  Master’s  course  ‘Smart  Cities:  Designing  with  Citizens’.  Launched  by  the  Design  for  All  Foundation  and  BAU  School  of  Design  in  Barcelona,  this  aims  to  ensure  that  the  smart  cities  of  the  future  will  be  co-­‐created  with  their  citizens.  

 

Authors    

Francesc  Aragall  

Madeleine  Gray  

Design  for  all  foundation,  Barcelona,  Spain  

[email protected]  

Isabelle  Vérilhac  

Mikaël  Mangyoku  

Cité  du  design,  Saint-­‐Etienne,  France  

[email protected]  

[email protected]  

Artur  Serra  

Laia  Sánchez  

Citilab,  Cornellá,  Spain  

[email protected]  

[email protected]