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higher quality contributions from more skilled participants. In addition, users are more willing to participate in Co-design sessions. In this way, users and their environment may become more sensitive and open, both to the final designs and to design thinking in general.

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      Mindset: In the perspective of Skilful Co-design, designers strive for a reciprocity in the investments and benefits between designers and participants.

      References & Further Reading: Your Turn, toolkit for skilful co-design for use with 8 – 14 year old children: English version: www. tudelft.nl/codesignkids. Dutch version: www.tudelft.nl/yourturn / Klapwijk, R. & van den Burg, N., 2019. Formative assessment in primary education- Involving pupils in clarifying the learning goal of divergent thinking , PATT 37, 3-6 June, Malta, 277-287. / Schut, A., Klapwijk, R., Gielen, M., van Doorn, F., & de Vries, M., 2019. Uncovering early indicators of fixation during the concept development stage of children’s design processes. International Journal of Technology and Design Education , 1-22. / Gist, M. E., 1989. The influence of training method on self‐efficacy and idea generation among managers. Personnel psychology , 42(4), 787-805.

      Tips & Concerns

      Because learning principles are in- cluded in the process, participants can work more independently, and therefore it becomes possible for them to work with larger groups.

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      Designers embedding educational principles may experience cognitive overload at first when they have the responsibility to achieve both learning and design output.

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      When collaborating with teachers these trained educators can guide part of the Skilful Co-design process, and doing so can assist them in integrating the learning principles.

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      Limitations

      Although design skills are improved, it may take some time before the learning has an effect on the quality of participants’ contributions..

      Skilful Co-design is a perspective that values reciprocity – meaning a balance in the concerns of both the designers and the participants. This concept applies educational principles within the regular co-design process to improve the design skills of participants and consequently the quality of their contributions.

      perspectives

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      35

image

      Graphic novelist Chris Ware has become synonymous with his ability to visualise the most banal into the extraordinary. Ware called comics ‘not a genre, but a developing language’ dealing with the weird process of reading pictures, not just looking at them. His works visualize our every day struggles with modern life. As in all things catastrophically ‘innovative’ we’ll have to adapt and, most importantly, mature from within to master it, or it will master us. (Disconnect, Chris Ware 2012)

image

      36. Visualizing Interactions

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      Visualising Interactions

      perspectives

      How? Step 1: Think of story ingredients and determine what aspects should be told: Where is the story happening? Who is involved? What are the important points to show? How does the story start and end? Does the story describe a minute, a day, or a week?

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      Step 2: Put the elements in sequence and start with a clear indication of the situation with a clear development and conclusion. Keep the story manageable. Storyboards often consist of five to seven pictures.

      Step 3: Give each visualisation a clear title to prime the viewer for the core message. It can be powerful to make several storyboards displaying the variations of design or situation and put them side-to-side in a discussion.

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      Step 4: Link these visualisations to Role Playing, Wizard of Oz, and Cinematic Prototyping. Role Playing can be used for creating imagery for a storyboard (Photoboarding) or exploring variations of a scenario or a storyboard.

      What & Why? These visualisation techniques help to express how activities take place over time and between people, how cause and effect transpire, and what the people involved do and feel. The strength of visualisation techniques lies in their capacity to make abstract considerations visible for the designer and in a team discussion.

      Interaction Visualisations can help to document an existing situation and discuss this with stakeholders. They are also a means of envisioning a new situation or ‘sketching your way’ into a future interaction.

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      Mindset: Visualising Interactions supports analytical and intuitive thinking for individuals and groups. As a reader, you can step into the user experience just like a cinema audience does and step back to understand the technology and services that are at work. The visualisation helps viewers to literally ‘lay a finger’ on the many abstract considerations.

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      Tips & Concerns

      Make the storyboard captions convey the points that are not obvious from the visual. For example where the story takes place, what the protagonist is trying to achieve, or why a certain reaction occurs.

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      Captions are typically read on first encounter, and they are referred to only occasionally afterwards.

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      When making a journey map, avoid the mistake of only including the touch points when user and service meet.

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      Do not overlook the time which can be important for the user experience: Anticipation, waiting, or the technology: Preparation, delivery.

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      In consultations, allow participants to put their finger on, and write on, your visualisation.

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      Make the visualisation a ‘shared space’, not a fleeting illustration flashed in a slide presentation.

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      Limitations

      All of the techniques listed above show a single timeline, but real interactions can unfold in different

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