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en:workshoptoolslabo [2019/12/09 15:47]
hilda
en:workshoptoolslabo [2019/12/12 11:51]
hilda [Stranger Job]
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-===== City design Lab Tools workshop ===== +===== Creative tools workshop ===== 
-Organised by the City design Lab over a week, the tools workshop gathered different groups of students to conceive, produce, test and improve two specific AYCH tools to be used at AYCH events with young participants.+Organised by the L'​Ecole de design ​City design Lab over a week, the tools workshop gathered different groups of students to conceive, produce, test and improve two specific AYCH tools to be used at AYCH events with young participants.
  
 The tool creation process was research-driven and iterative. Through the creation process, the students gained a good understanding of the AYCH programme, the participants and the particularities of the events were the tools would be used. An important empathy work was the basis for conceiving or improving the tools. Constant communication with the AYCH partners allowed the students to get critical feedback as they tested the different versions of the tools. ​ The tool creation process was research-driven and iterative. Through the creation process, the students gained a good understanding of the AYCH programme, the participants and the particularities of the events were the tools would be used. An important empathy work was the basis for conceiving or improving the tools. Constant communication with the AYCH partners allowed the students to get critical feedback as they tested the different versions of the tools. ​
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 ===== Stranger Job ===== ===== Stranger Job =====
  
-[[en:​strangerjobs|Stranger Job]] is a speculative design tool created by Benjamin Garnier, Louise Bragard, Jules, ​Margherite ​and Maurine. ​+[[en:​strangerjobs|Stranger Job]] is a speculative design tool created by the City design lab students ​Benjamin Garnier, Louise Bragard, Jules RichéMarguerite Gueret ​and Maurine ​GuingampThe tool, in the form of a serious game, aims at fostering participant'​s creativity by setting the game into a near-future. The participants are then free to imagine the future as they would like it or not to be. They will then have to create the job(s) of the future. ​   
 + 
 +=== The creative process === 
 + 
 +Stranger Job is inspired by the first speculative design game developed by AYCH: AYCH Future cities. The driving principle for the creation process of the tool is simple and powerful: set the participants in the near future and push them to think differently as a group. In this sense, the different steps of the game should challenge and guide the participants through the definition of that alternative future and accordingly,​ imagine a pertinent job. 
 + 
 +Creating a tool for fostering collective intelligence requires collective intelligence. Collaboration with the Brest partners was a key element of the tool creation process. Constant exchanges of ideas through a sharing platform nourished the first versions of the tool and allowed the designers to come up with particular activities that were relevant for the purpose and the participant'​s profile. Different prototypes of the game were tested by partners and other young users that had no knowledge of the game. 
 + 
 +Another key element of the game is that it is context-specific. Although it sets the participants in a fictional future, the future happens in a really precise place: Brest. All the exchanges and reflections were bounded to the knowledge the participants have of the city as it is today. The game, aimed at integrating that knowledge and challenge it in order to propose alternatives ways of doing, functioning and ultimately working in Brest in 2045. Once again, the exchanges with the Brest partners prooved to be crucial in finalising the different elements of the game so it had a good balance between prospectiveness and context-specific elements. 
 + 
 + 
 +=== Feedback from the field === 
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 +The tool was tested during a 2 hours workshop in Brest with a total of 30? participants that played in groups of 6.  
 +For each group, there was one of the creators of the game and another organiser that acted as facilitators. This allowed not only guide each group in the process, keep the levels of energy and clarify any doubt but also to observe the different forms of interactions that took place during the game.  
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 +The direct observation was key in identifying opportunities for improving the game.  
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 Carte probleme ​ Carte probleme ​
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 === Feedback from the field === === Feedback from the field ===
  
 +The tool was used at a 1-hour workshop during the Exmough Creative Jam. A total of 15 participants between 15 and 18 years old worked in groups of 5. Each group of participants was accompanied by a facilitator who had participated in the creation of the tool. In general, A journey to your project smoothed the transition between the identification of an idea into the prototyping of a concept. Additionally,​ it worked well as a synthesis tool in which the groups could crystalise and keep track of the key elements of their ideas. ​