During the Minor Interface & User Experience Design, we worked on a project in which Urban Interaction Design was central. The project ran from the beginning of September 2018 until the end of January 2019. During the project, various interventions to promote participation were examined and tested.
The complexity of the problem lies in the lack of a specific client or target group. In the creative process we go through different phases such as discovery, ideation, prototyping, testing, and evaluation. We work with various stakeholders, from municipality to citizen.
If we do not connect with the people around us, we will never understand what challenges there are in our immediate environment. Therefore, especially involve others in participating and making choices. What problems are they facing? Which problems do we share? And how can we tackle these problems at a local level instead of waiting for someone else to solve it for us?
Together we have developed means that stimulates co-creation within the participative domain. In this case study you will find more about our team, background, the process and the development of SUMMIT, the end result.
Quinten Ooms
The Polymath (in his natural habitat)
Julong Dijkstal
Visual Design & Usability
Sem Geuze
Development & Prototyping
Laura van Heulen
Product Design & Concepting
We are a group of fourth-year students who are currently studying at the Rotterdam University. Together we form an autonomous team called FRAME’s. We are working on the Hoogstraat of the future from SHOP, a flexible workplace and platform for entrepreneurs and the municipality. We use different perspectives and a hands-on approach to try to see the bigger picture better.
To make the Hoogstraat in Schiedam future-proof, a transformation from a shopping street to a mixed environment is required (for example living, working, shopping and experiencing). This was not done simply and during the start of the project it became clear that we can not solve or change the current problem. We have decided to develop a means to improve participative city management of Hoogstraat Schiedam in the Netherlands. We did this through small-scale experiments, prototypes and interventions.
Other important questions:
For our research we used both desk and field research and perspective sharing was central. Because of many previous projects, proposals, surveys and plans, the starting point was to go through large amounts of information.
Reference: Participatory City Making
At the same time, we started to discover the participative domain. Here is an example of a model that has helped the team to think from different grids. Participatory design is not only a different way or style of design. It is focused on processes and procedures of design and humans that forces you to think at a higher level.
Because the project comprises various stakeholders and target groups, we have reduced the size by giving each team member one of the following target groups:
During Balanced - Unbalanced 2018 we were given the opportunity to facilitate a workshop. The workshop started with a presentation by Peter van Waart and Michael Anhalt about 'Valuing Smart Citizenship'. Then our project about the Hoogstraat, Schiedam was introduced. This was an important first move towards sharing perspective.
As a team, we noticed that concept development concerning social problems is limited by assumptions of the individual. Most possible solutions have been offered through LoFi and HiFi prototyping. Although the focus was mainly on mapping out insights and values by talking to the target groups.
As a team we believe that when developing concepts, actively involving people in our process is essential. That is why we have tried to use participatory co-creation in workshops to take as many perspectives into consideration as possible. This seemed a good way to approach 'gray spots' and 'the bigger picture'.
Solution ➡️ Medium ➡️ Tool ➡️ Game ➡️ Functions ➡️ Testing
When the concept became more concrete, we started formulating possible requirements, preconditions and design criteria. We tested the elements below with the target group.
SUMMIT is a means to create ownership and transfer ownership to others. People who are active in participating can now involve others in discovering shared interests by means of the game box with rules of the game.
It brings people together through perspective sharing and empathy so that they can come to a solution together.
The digital environment currently has a very open design that encourages freedom. Although in practice there is a lack of examples, guidelines and therefore a hold for new users.
Transferability. For example help with defining goals through a tutorial with sample cases. Or an introduction guide for new users.
The word "game" is writhing with the very serious approach and approach of SUMMIT. This can lead to confusion while sincere commitment from involved is necessary for success.
A brand identity has been developed for both team FRAME’s and SUMMIT. In addition, a styleguide can be seen that formed the guideline for the visual identity.