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en:abouttool [2018/11/02 17:58]
user
en:abouttool [2019/05/13 11:42]
user [Tools designed and tested inside and outside hubs]
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-====== Design ​cabinet toolkits - capitalising ​tools ======+====== Design ​thinking ​tools ... only? ====== 
 +  
 +//Contenu aussi disponible en [[fr:​abouttoolsfr|version fr]] //
  
 +The steps of the AYCH process follow the methodology of design thinking. In the project, L'​Ecole de design combine the different steps and diffuse tools, methodologies and case studies in open source version (share alike 4.0).
  
-//Contenu aussi disponible en [[frrecherchesencours ​Version fr]] +{{ :capture_d_e_cran_2018-11-02_a_19.01.48.png?​600 ​Double diamond design}} 
-//+===== Hack and design appropriate and appropriable tools =====
  
-Many things have been written about the design toolboxes, available in many versions. So what are the inspirations ​of the Wiki? What is the model that emerges ​and differentiates itself? Here is a little tour of practice horizons that caught our attentionIt is simply a presentation of a method and its tools with often a dedicated context. They take the form of a website with resources in .pdf (user manual ​and sheets and contents to print). This can be a source ​of inspirationOr, on the contrary, a path not to follow, concerning the final form of the project. +Each stage of the process ​is associated with a tool that we test and then try to transpose to each hub, leaving margins ​of appropriationThe difficulty lies in working closely ​with the various services to define tools adapted, adaptable and appropriable by the youth servicesThe tools are distributed on this platform ​and are open source ​(share alike 4.0) and tested ​on the occasion ​of creative jams or workshops done and animated directly in the hubsThe tools test is fully reported in section [[en:aychcases| AYCHcases]].
-===== Some examples ​:methodologies =====+
  
-  * ** [[https://​www.circulardesignguide.com/​ | The Circular Design Guide]] **, meeting between the firm [[https://​www.ideo.com | IDEO]] and the [[https://​www.ellenmacarthurfoundation.org/​ | Ellen MacArthur Foundation]]. It is an application of Design Thinking to the circular economy. As often, we find a global schema describing [[https://​www.circulardesignguide.com/​methods | the method]], [[https://​www.circulardesignguide.com/​resources | resources]] to apply this method, [[https://​www.circulardesignguide.com/​resources#​casestudies | case studies]]. 
-  * ** [[https://​www.frogdesign.com/​work/​frog-collective-action-toolkit | The Collective Action Tool Kit]] ** (pdf [[https://​www.frogdesign.com/​wp-content/​uploads/​2016/​03/​CAT_2.0_English.pdf | here]]) is for an audience non-professional,​ typically NGOs. It is not linear but proposes a series of activities synthesized in a notebook. Other link [[https://​designmind.frogdesign.com/​2016/​03/​the-collective-action-toolkit-quick-start-guide/​ | right here]]. By the firm [[https://​www.frogdesign.com/​ | frog]]. 
-  * ** [[https://​designthinkingforeducators.com/​ | Design Thinking for Educator]] ** by [[https://​www.ideo.com | IDEO]], a toolkit for primary school teachers, with as often a [[https://​designthinkingforeducators.com/​design-thinking/​ | schema]] of the method and a notebook in [[https://​education.uky.edu/​nxgla/​wp-content/​uploads/​sites/​33/​2016/​11/​Design-Thinking-for-Educators.pdf | pdf]]. 
-  * ** [[http://​www.designkit.org/​ | Design Kit: The Human-Centered Design Toolkit]] **, project from [[https://​www.ideo.org/​ | IDEO.org]], the "​non-profit"​ of the IDEO firm: "At IDEO.org, we design products, services, and experiences to improve the lives of people in poor and vulnerable communities."​ The site in him -Even presents the [[http://​www.designkit.org/​methods | method and tools]] specific to user-centered design (note: almost the same as D.thinking),​ [[http://​www.designkit.org/​case-studies | case study]] and proposes different types of [[http://​www.designkit.org/​resources | resource]]):​ 
-  * The traditional [[http://​www.designkit.org/​resources/​1 | pdf]] summary available in several languages 
-  * Links to online courses, in partnership with [[https://​www.plusacumen.org/​ | Acumen +]]. There is a [[http://​www.designkit.org/​resources/​5 | general course]] and thematic courses to become a facilitator or to learn how to prototype. 
-  * A [[http://​www.designkit.org/​resources/​9 | card game]] that you can buy on [[https://​www.kickstarter.com/​projects/​581125890/​design-kit-travel-pack | Kickstarter]] and that synthesizes all the tools of user centered design 
  
-===== School doing school ==== 
  
-Principle of an institution of higher education which communicates in a totally open way on its methods, its practices and its tools and which aim at their dissemination. here is an example : +From the classic method called double diamond ​...
-  * The [[https://​dschool.stanford.edu/​ | d.school]] of Stanford University is open to his students (the "​[[https://​dschool.stanford.edu/​classes | class]]"​) but also to a wider audience (the "​[[https://​dschool.stanford.edu/​programs | programs]]"​). The set of "​[[https://​dschool.stanford.edu/​resources | resources]]"​ (tools, how-to, workshop guideline) is under Creative Commons Attribution-NonCommercial. There are even two [[https://​dschool.stanford.edu/​resources/​two-playlists-for-classroom-use | musical playlists]]! As well as a [[https://​dschool.stanford.edu/​resources/​a-virtual-crash-course-in-design-thinking | online course]].+
  
 +{{ :​en:​capture_d_e_cran_2018-11-03_a_18.27.56.png?​600 |}} 
  
-==== Thoughts: how we design the wiki ==== +... to a reinterpretation ​of tools with youth services.
-A website with .pdf resources implies that the user (s) is sufficiently autonomousUsers can be people who want to learn or develop a project, or people who want to use the methods and tools of D.thinking (or other) in a broader context (project management, teaching, etc.). We are not convinced that this is suitable for many people: person-to-person transmission is essential in this type of initiative. Example to support our words: the "​fall"​ of Mooc for lack of human commitment; Simply: can you imagine ​fablab without fabmanager? without a facilitator and with only the machines and documents to use them? The role of a trainer is paramount. This wiki should be augmented ​with case studies, and training should be given by specialists. We can deliver the wiki & support the hubs to train them on tools+
  
 +===== Reinterpretation of the tools =====
  
-====== Tangible tools ====== +==== Tools designed and tested inside and outside hubs ==== 
-"Physical" ​tools designed specifically for creative project creation / design.+  
 +Specific workshops have been held (at [[en: innochallege_april2018| Nantes]] and elsewhere, in different contexts such as the Innovation Challenge in Corsica) to improve the definition and portability of tools. 
 +These tools are simple and easy to access, like the production of simplified ​"journey maps".
  
-==== Some examples ==== +We created ​also a Guide Outils ​{{ :en:guide_outils.pdf |tools guide}} in partnership with l'​Université de Corse. ​
-  * The [[https://​probetools.net/​home/​ | Probetools]],​ by [[https://​www.gold.ac.uk/​interaction/​ | Interaction Research Studio]] of the University of London, are cameras and dictaphones designed for user searches. Developing [[https://​probetools.net/​cultural-probes/​ | cultural probes]] by Gaver, Dunne and Pacenti. (read [[https://​www.designboom.com/​technology/​probetools-cameras-audio-devices-interaction-research-studio-07-11-2018/​ | here]] ​also). {{ :frprobetools.jpg? nolink & 400 |}} ---- +
  
-===== The deck of cards / board =====  +These easily downloadable and usable ​tools were then tested and reused on the [[en:​brestmay2018|Brest hub]]but also tested in various contexts ​as in Corsica with the network of PEPITE (see [[en:atelier_pepite_2030_-_version_fr| Atelier PÉPITE 2030]]). 
-  * This format is very popular in creativity ​tools, ​especially ​as ideation tools , a quick overview to be developed+  
  
-==== Some examples ====  
-  * [[https://​www.ideo.com/​post/​method-cards | IDEO Method cards]] is a card game without really being one (there are no rules). The card game aspect appears here as a playful way and easy to relate to. It should be seen more as a synthesis of the D.thinking user search * presenting tools according to four categories ("​learn",​ "​look",​ "​ask",​ "​try"​). Each card develops the how and why of the tool, with a visual on the back. It can be purchased [[https://​stoutbooks.com/​products/​ideo-method-cards-51-ways-to-inspire-design-61457 | there]] or downloaded [[http://​www.gillianhayes.com/​Inf231F12/​wp-content/​uploads/​2012/​10/​IDEOMethodCards.pdf | right here]]. {{ :​fr:​ideo_method_cards.jpg?​nolink&​400 |}} 
- 
-  * [[http://​www.larevuedudesign.com/​2018/​05/​15/​interview-the-designer-benjamin-rousse-we-presents-the-addiction-tool- conectico / | conectica]] * [[https://​shakethatbutton.com/​deadline/​|Deadline]] ----  
- 
-===== That inspires us! =====  
-By necessarily in direct link, but the form and / or the bottom can be interesting to exploit: ​ 
- 
-==== Datacatcher ====  
-This is a mobile device having a screen and a rotary button underneath. Short sentences appear on the screen every few seconds display information related to the immediate environment. The subjects are for example the average price of the houses, the average income, the number of bars. Turning the button allows one side to scroll through the previous messages, the other a list of multiple choice questions that the user can answer. "​[[Http://​www.datacatcher.org/​ | here]], [[https://​vimeo.com/​channels/​datacatcher | there]] and [[https://​research.gold.ac.uk/​18597/​ | there]]. ​ 
- 
-  * ** Background **: it is a contextual user search tool (a place) ​ 
-  * ** Shape **: the object is autonomous, it is alone with the user and allows to obtain different previews {{ :fr: datacatcher.jpg?​ nolink & 400 |}}  
- 
- 
-==== Events ====  
-  * [[http://​www.museomix.org/​ | museomix]]  ​ 
- 
-==== Inspiring Conferences ====  
-  * [[https://​www.ted.com/​talks/​david_kelley_how_to_build_your_creative_confidence | How to build your creative confidence]] by David Kelly at TED2012. ​ 
- 
-==== The places / structures ====  
-  * [[https://​www.coproject.co/​ | CO Project Farm]] in Portugal: "A brain SPA for creative optimists"​ (° o °) ----  
- 
-==== The Mooc's ====  
- 
-  * The Mooc, for Massive Open Online Course, designates a distance education broadcast on the Internet, by video as follows, and may be sanctioned by a diploma or certificate. Critical article on [[https://​www.lemonde.fr/​idees/​article/​2017/​10/​22/​les-mooc-font-pschitt_5204379_3232.html?​xtmc=mooc&​xtcr=12 | Mooc]]. ​ 
-  * [[https://​www.ideou.com/​ | Ideo U]] by IDEO, offers classes on demand to introduce D.thinking (videos, activities and toolkit but no follow-up) and courses spread over 5 weeks (with follow-up / exchange). See the [[https://​www.ideou.com/​pages/​design-thinking-resources | Design Thinking Resources]]. ​ 
- 
-==== Bonus ====  
- 
-  * The cargo cult refers to popular rites of some indigenous peoples of Oceania. "It consists of imitating the American and Japanese radio operators commanding supplies (distributed by cargo plane) and more generally the technology and Western culture (means of transport, military parades, clothing, etc.) hoping to lead to the same effects […]. In fact, the natives do not know the existence and the modalities of Western production; hence, they attribute the abundance and sophistication of goods brought by cargo to a divine favor."​ This term is also used in computer science "when a programmer borrows a piece of code (copy and paste) without understanding it. and hope he will do the expected thing in a different context. At a higher level, this phenomenon can also be found in the adoption of a software development method by the project manager. [[Https://​fr.wikipedia.org/​wiki/​Culte_du_cargo#​cite_note-rev-2 | source]]. ​ 
  
 +==== An approach around the game: the ECHO FAB LAB project ====
 + 
 +A project within the framework of the [[fr: echofablab | ECHOFABLAB]] project with a fab lab from Nantes (PING) enabled the development of a particular project around the issues of engagement of young people in the design thinking process. Several tools have been developed with an ambition to go through the whole process in a kind of game.
 +