Participatory design: Difference between revisions

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'''Participatory design''' (originally '''co-operative design''', now often '''co-design''') is an approach to design attempting to actively involve all stakeholders (e.g. employees, partners, customers, citizens, end users) in the design process to help ensure the result meets their needs and is [[usability|usable]]. Participatory design is an approach which is focused on processes and procedures of design and is not a design style. The term is used in a variety of fields e.g. [[software design]], [[urban design]], [[architecture]], [[landscape architecture]], [[product design]], [[sustainability]], [[graphic design]], planning, and even medicine as a way of creating environments that are more responsive and appropriate to their inhabitants' and users' cultural, emotional, spiritual and practical needs. It is one approach to [[placemaking]].
 
Recent research suggests that designers create more innovative concepts and ideas when working within a co-design environment with others than they do when creating ideas on their own. <ref>{{cite journal|last1=Mitchell|first1=Val|last2=Ross|first2=Tracy|last3=Sims|first3=Ruth|last4=Parker|first4=Christopher J.|title=Empirical investigation of the impact of using co-design methods when generating proposals for sustainable travel solutions|journal=CoDesign||date=2015|volume=12|issue=4|pages=205-220205–220|doi=10.1080/15710882.2015.1091894|url=http://www.tandfonline.com/doi/full/10.1080/15710882.2015.1091894}}</ref><ref>Trischler, Jakob, Simon J. Pervan, Stephen J. Kelly and Don R. Scott (2017), "The value of codesign: The effect of customer involvement in service design teams", Journal of Service Research, http://journals.sagepub.com/doi/full/10.1177/1094670517714060 </ref>
 
Participatory design has been used in many settings and at various scales. For some, this approach has a political dimension of user empowerment and democratization. For others, it is seen as a way of abrogating design responsibility and innovation by designers.
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==Definition==
 
In participatory design, participants (putative, potential or future) are invited to cooperate with designers, researchers and developers during an innovation process. Potentially, they participate during several stages of an innovation process: they participate during the initial exploration and problem definition both to help define the problem and to focus ideas for solution, and during development, they help evaluate proposed solutions.<ref>Trischler, Jakob, Simon J. Pervan, Stephen J. Kelly and Don R. Scott (2017), "The value of codesign: The effect of customer involvement in service design teams", Journal of Service Research, http://journals.sagepub.com/doi/full/10.1177/1094670517714060 </ref>
 
===Differing terms===
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Co-design is often used by trained designers who recognize the difficulty in properly understanding the cultural, societal, or usage scenarios encountered by their user. C. K. Prahalad and Venkat Ramaswamy are usually given credit for bringing co-creation/co-design to the minds of those in the business community with the 2004 publication of their book, The Future of Competition: Co-Creating Unique Value with Customers. They propose:
 
:"The meaning of value and the process of value creation are rapidly shifting from a product and firmfirm-centric view to personalized consumer experiences. Informed, networked, empowered and active consumers are increasingly co-creating value with the firmfirm."<ref>{{cite journal|url=http://www.emeraldinsight.com/doi/full/10.1108/10878570410699249|title=Co‐creating unique value with customers|first1=C.k.|last1=Prahalad|first2=Venkat|last2=Ramaswamy|date=1 June 2004|publisher=|journal=Strategy & Leadership|volume=32|issue=3|pages=4–9|via=emeraldinsight.com (Atypon)|doi=10.1108/10878570410699249}}</ref>
 
The phrase co-design is also used in reference to the simultaneous development of interrelated software and hardware systems. The term co-design has become popular in mobile phone development, where the two perspectives of hardware and software design are brought into a co-design process.<ref>{{cite web|url=http://esweek.acm.org/codesisss/|title=Embedded Systems Week - October 15-20, 2017 - Seoul, South Korea|publisher=}}</ref>
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Feedback can typically be seen in the form of comment sections, rating systems, or reviews from which companies and content creators may determine possible future changes in design and organization. Not only does this make evaluation and feedback by users easier, but also serves as a way to more efficiently categorize and process the information in a more effective and organized manner. The use of distributed participatory design on the internet has eliminated many of the intermediate steps between a consumer's response and the company's reception thus decreasing transaction costs.
 
In terms of distributed participatory design, YouTube and their content creators, or YouTubers, incorporate many of these elements into their website designs and planning. Video pages contain a 'share' function that allows for individuals to circulate a link to a video through various social media sites to increase exposure and possibly redirect people to other sites content creators use for circulating media and for receiving reactions. Additionally, feedback can appear in the form of comments and ratings. Each video has separate comment sections for users to leave input and ideas in. YouTube also uses a rating system of thumbs up/thumbs down to provide the content creators with a statistic on how well a video was received. Many popular YouTubers use social media networks such as Facebook, Twitter, Instagram, and Google+ to announce video updates and any information on external projects. Through managing social networks, website, and YouTube channel, the content creators can manage the distributed participation effectively and maintain their fanbases as well as update them on any changes in the design or content creation process.
 
==See also==
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* [[Kristo Ivanov|Ivanov, K.]] (1972). [http://www.informatik.umu.se/~kivanov/diss-avh.html Quality-control of information: On the concept of accuracy of information in data banks and in management information systems]. The University of Stockholm and The Royal Institute of Technology. Doctoral dissertation.
* [[Kristo Ivanov|Ivanov, K.]] (1995). A subsystem in the design of informatics: Recalling an archetypal engineer. In B. Dahlbom (Ed.), [http://www.informatik.umu.se/~kivanov/BLang80.html The infological equation: Essays in honor of Börje Langefors], (pp.&nbsp;287–301). Gothenburg: Gothenburg University, Dept. of Informatics ({{ISSN|1101-7422}}). Note #16.
* Kensing, F. & Blomberg, J. 1998. Participatory Design: Issues and Concerns In Computer Supported Cooperative Work, Vol. 7, pp.&nbsp;167–185.
* Kensing, F. 2003. Methods and Practices in Participatory Design. ITU Press, Copenhagen, Denmark.
* Kuiper, Gabrielle, June 2007, Participatory planning and design in the downtown eastside: reflections on Global Studio Vancouver, Australian Planner, v.44, no.2, pp.&nbsp;52–53
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{{DEFAULTSORT:Participatory Design}}
 
[[Category:Design]]
[[Category:Innovation]]