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en:workshoptoolslabo [2019/12/12 15:54]
hilda
en:workshoptoolslabo [2019/12/16 11:43] (Version actuelle)
hilda [A journey to your project]
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 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. 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.
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 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. 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.
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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. ​+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 smaller ​groups. Each group of participants was accompanied by a facilitator who had participated in the creation of the tool and other young workers 
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 +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. ​The questions asked through the tool allowed the participants to be more precise around the functioning of their project.  
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 +The visual identity of the tool worked well. The purpose of the tool was well understood and the tool brought color and dynamism to group tables. However, it would be interesting to adapt the format of the tool to the importance of the different steps proposed. For instance a smaller first part and a bigger space for answering the big questions: Who, When, Where.  
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 +Counting with the support of a facilitator with experience on youth collective intelligence work and a good knowledge of the specific context of Exmouth was key in helping the groups of participants to make progress in the creative process.