Conference Agenda

Overview and details of the sessions of this conference. Please select a date or location to show only sessions at that day or location. Please select a single session for detailed view (with abstracts and downloads if available).

 
 
Session Overview
Session
Short 2: Creativity in Collaborative and Participatory Design
Time:
Thursday, 27/Aug/2020:
12:15pm - 12:55pm

Session Chair: Hernan Casakin
Location: Online

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Presentations

Participatory Design Research of Vegetable-based Snack Products with Adolescent Participants

Alice Sophie Melissa Mort Gilmour, Steve Gill, Gareth Loudon

Cardiff Metropolitan University, United Kingdom

The childhood obesity epidemic is often attributed to the widespread marketing of High Fat, Salt and Sugar (HFSS) foods. Currently, there is a lack of vegetable-based New Product Development (NPD) targeting adolescent consumers. The study aimed to investigate adolescents’ willingness to incorporate three vegetables: cauliflower, potatoes and cabbage into vegetable-based snack products. Two participatory design research sessions were conducted with Welsh adolescents aged 12- to 13-years-old (n=41). The adolescents undertook three activities: (1) listing snack products currently eaten; (2) determining foods they associated with cauliflower, potatoes and cabbage; and, (3) designing a new vegetable-based snack product. Abductive thematic analysis resulted in four themes: taste preferences, commercial branding, convenience, and health consciousness. Developing healthy vegetable-based snack products could potentially improve the dietary quality of adolescents. This is one of the first participatory design research studies to include adolescents in the NPD process for healthy snack products.



Process of Mess Mapping™ the Challenges of Cross-Border Mobility in the Barents Region

Mari Suoheimo1, Toni Lusikka2

1University of Lapland, Finland; 2VTT Technical Research Centre of Finland

There is a challenge in identifying problems in common to tackle them creatively and jointly in Mobility as a Service (MaaS) development. This all requires collaboration and commitment, which is a wicked problem and a novel perspective in transportation and MaaS development. Mess Map™ is a tool to aid in creating shared understanding in cross-border mobility in the Barents region. Mess Map™ is a giant map that aims to map the whole complexity through a dialogue among the relevant stakeholders involved. In this case study, there were five transportation and MaaS projects besides other relevant stakeholders involved. The meetings were facilitated and run from a service design perspective that has a co-creational and holistic aim. The objective was to understand how the tool can be used in a service design process and how it can help the stakeholders to engage and find common goals.



Let’s hear children voice. An implementation of a design process model to understand kid’s view on tangible interaction.

Marta Cortés Orduña1, Ivan Sanchez Milara1, Marianne Kinnula2, Tonja Molin-Juustila2, Anne-Marie Oikarinen3, Jukka Riekki1

1Center for Ubiquitious Computing. University of Oulu, Finland; 2INTERACT research unit. University of Oulu, Finland; 3University of Oulu, Finland

Children provide innovative insights and perspectives when designing and evaluating prospective technologies and interaction methods. However, utilizing children as design informants requires thinking carefully on the methodologies used in the different steps of the design process. In this paper, we present our insights on a case-study in which a group of 24 kids (9-12 years old) participated in different steps of a design process with the goal of understanding children view on new technologies and their perception on tangible interaction. We utilized a lightweight design process model: children first reflect on the use of technologies and participate in an ideation session. Based on this, university researchers build different prototypes that are evaluated in a final session by the kids. We expect our learnings on the whole design process we propose, help researchers in the field of collaborative design when organizing design activities with kids.



DROWNING-PREVENTION BY DESIGN: THE SEMIOTICS OF PROTOTYPING IN LOW-RESOURCE ENVIRONMENTS – CASE STUDY ZANZIBAR

Franziska Conrad, Lucy Devall

Arts University Bournemouth, United Kingdom

This paper presents an overview of an exploratory case study collaboration between Arts University Bournemouth (AUB) and the Royal National Lifeboat Institution (RNLI) in support of an RNLI delivery programme for international community management of drowning prevention in low-resource environments. The study focuses on the development of low-volume public rescue throw-lines that can be community made and maintained, the assembly and use of which are supported by a set of RNLI-developed instruction manuals intended for universal dissemination. The study examines the clarity of the instructions in the context of the makers’ interpretation of the manuals within the local constraints of Zanzibar. Preliminary findings indicate that these universally intended instruction manuals, in their current format, are open to interpretation, producing unsafe drowning prevention rescue lines that do not meet safety-critical standards. A re-design of the manuals through creative collaboration in a local context are the outcomes of this research.



Emotions: The invisible aspect of co-creation workshops

Mariluz Soto Hormazábal, Caoimhe Beaule, Satu Miettinen, Mira Alhonsuo

University of Lapland, Finland

This article focuses on the emotions service designers experience in their role as facilitators. We will explore emotions in the context of a co-creative environment, and discuss how encounters between participants and facilitators generate different perspectives despite a common environment. Facilitators’ perceptions of participant emotions are lacking in accuracy due to the influence of their own emotional experiences during a workshop. This article suggests that knowledge and understanding of the emotional aspect of co-creation workshops could provide facilitators with additional support when conducting workshops, and lead to better outcomes and more meaningful experiences for all involved.