Massive Codesign Anna Meroni
Massive Codesign Anna Meroni
Massive Codesign Anna Meroni
This book focuses on “massive codesign”: the idea that multiple and/or
MASSIVE CODESIGN
7000.403
numerous participants having different voices collaborate in a design pro-
cess broken down into different steps and formats and resulting in a relevant
and diversified amount of data. A Proposal for a Collaborative Design Framework
Services, strategies and scenarios are presented as the main field of ap-
plication: these are complex items that demand complex processes be tac-
D.I. F RANCOANGELI
DESIGN INTERNATIONAL
DESIGN INTERNATIONAL SERIES
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MASSIVE CODESIGN
A Proposal for a Collaborative Design Framework
D.I. F RANCOANGELI
DESIGN INTERNATIONAL
ISBN 9788891767912
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Contents
Acknowledgements pag. 10
Authors » 11
Contributors » 12
Introduction » 13
5
1.4 Setting the Stage pag. 43
1.4.1 Boundary Objects in Codesign: a Proposal for a
Basic Glossary » 43
1.4.2 The Case of Service Design and Strategic Design » 44
1.4.3 Tools and Prototypes » 46
Bibliographical References » 48
6
PART 3: Designing Codesign pag. 154
3.1 What Collaboration Teaches: Quick Lessons Learnt
from Practice » 155
3.1.1 The Process » 155
3.1.2 The Experience » 160
3.1.3 The Boundary Objects » 165
3.2 An Actionable Collaborative Design Framework » 170
3.2.1 General Considerations » 170
3.2.2 Quadrant: Topic-Driven / Facilitating » 173
3.2.3 Quadrant: Topic-Driven / Steering » 175
3.2.4 Quadrant: Concept-Driven / Facilitating » 176
3.2.5 Quadrant: Concept-Driven / Steering » 177
3.2.6 Conclusions: From Experiments to a Standard
Approach » 178
Bibliographical References » 179
7
List of Figures and Tables
Fig. 1.1 The Double Diamond scheme elaborated with two pag. 35
polarities about the subject matter of design
Fig. 1.2 The Collaborative Design Framework » 39
Fig. 1.3 The relationship between tools, topic, concepts and
prototypes in codesign actions along a design process » 47
Fig. 2.1 The Collaborative Design Framework with case
studies » 51
Fig. 2.2 CIMULACT National Citizen Vision Workshop /
POLIMI DESIS Lab » 62
Fig. 2.3 CIMULACT National Citizen Vision Workshop /
POLIMI DESIS Lab » 63
Fig 2.4 Social Need Clustering Workshop / POLIMI DESIS
Lab » 68
Fig. 2.5 Social Need Clustering Workshop / POLIMI DESIS
Lab » 69
Fig. 2.6 CIMULACT Co-creation Workshop / Lab Immagine
POLIMI » 75
Fig. 2.7 CIMULACT Co-creation Workshop / Lab Immagine
POLIMI » 76
Fig. 2.8 CIMULACT Codesign Workshop / Lab Immagine
POLIMI » 81
Fig. 2.9 CIMULACT Codesign Workshop / POLIMI DESIS
Lab » 82
Fig. 2.10 CIMULACT Caravan Process / SDS » 90
Fig. 2.11 CIMULACT Caravan Process / SDS » 91
Fig. 2.12 CIMULACT Online Consultation » 95
Fig. 2.13 CIMULACT Online Consultation » 96
Tab. 2.1 An overview of the different codesign sessions
within the 4 thematic cycles in the Creative Citizens
project » 101
8
Fig. 2.14 Creative Citizens Warm-up Session / POLIMI
DESIS Lab pag. 107
Fig. 2.15 Creative Citizens Warm-up Session / POLIMI
DESIS Lab » 108
Fig. 2.16 Creative Citizens Generative Session / POLIMI
DESIS Lab » 113
Fig. 2.17 Creative Citizens Generative Session / POLIMI
DESIS Lab » 114
Fig. 2.18 Creative Citizens Prototyping Session / POLIMI
DESIS Lab » 119
Fig. 2.19 Creative Citizens Prototyping Session / POLIMI
DESIS Lab » 120
Fig. 2.20 Collaborative Farmers / POLIMI DESIS Lab » 129
Fig. 2.21 Collaborative Farmers / POLIMI DESIS Lab » 130
Fig. 2.22 Farmer’s Food Box / POLIMI DESIS Lab » 135
Fig. 2.23 Codesigning the Farmer’s Food Box / POLIMI
DESIS Lab » 136
Fig. 2.24 Local Distribution System / POLIMI DESIS Lab » 141
Fig. 2.25 Local Distribution System / POLIMI DESIS Lab » 142
Fig. 2.26 SPREAD Vision Workshop / POLIMI DESIS Lab » 151
Fig. 2.27 SPREAD Vision Workshop / POLIMI DESIS Lab » 152
Fig. 3.1 The Collaborative Design Framework » 173
9
Acknowledgements
This book is the result of years of activity and experimentation and
therefore we like to express our gratitude to many friends and colleagues.
Thus, our first thanks go to the colleagues of Politecnico and in
particular to the Director of the Department of Design, Silvia Piardi, which
has always kept the door open for free research and exploration, and to the
dean of the School of Design of Politecnico di Milano, Luisa Collina,
which has encouraged the introduction and flourishing of service design
and codesign in the didactic programmes.
Then, we like to express gratitude to the closer (past and present)
colleagues of the POLIMI DESIS Lab with whom we have worked on the
projects described in this book and much more: Daria Cantù, Marta
Carrera, Marta Corubolo, Davide Fassi, Laura Galluzzo, Chiara Galeazzi,
Ana María Ospina Medina, Francesca Piredda, Liat Rogel, Daniela
Sangiorgi, Giulia Simeone. Without them, things would be simply
impossible...
A gigantic thanks goes to Ezio Manzini: our design “Maestro” and a
never-ending source of inspiration and healthy self-criticism.
True gratitude goes also to François Jégou and Christophe Gouache,
with whom we are sharing, since a long time, research “adventures” around
the globe. They are so good friends that accepted to contribute to this book!
Thanks also to Stefana Broadbent, who since a few years is letting us
understand the beauty and the complexity of using ethnography in design,
providing us with some basic rules to avoid (too) big mistakes. Thank you
also for having accepted to contribute to this publication.
To Anna Seravalli and Carlo Franzato, instead, goes our gratitude for
the suggestions and inputs for the book.
Last, but not least, we need to thank the projects’ consortium partners
with whom we have worked in the research projects presented in this book:
first of all, the CIMULACT consortium partners that shared with us the
challenge of working with more than 5000 people across Europe. Then, the
SPREAD consortium partners, with whom we understood the complexity
of designing for 2050. Finally, we like to thank the Feeding Milan project
partners and the Creative Citizens group, which gave us the possibility to
learn to talk and work with communities of enthusiast dreamers and to try
contributing to the quality of life in the city of Milan.
10
Authors
Anna Meroni is an architect, Ph.D in Design and Associate Professor of
Design in the Department of Design at the Politecnico di Milano. Her
research focus is on service and strategic design for sustainability to foster
social innovation, participation and local development. Specific expertise
has been developed in codesign methods and tools. She is the head of the
international MSc program in Product Service System Design and
coordinator of the POLIMI-DESIS Lab, the Milan based research lab of the
DESIS-Design for Social Innovation and Sustainability Network.
11
Contributors
Stefana Broadbent is the cofounder of Cleanweb which uses digital
media to fight climate change. She is visiting Professor at the Politecnico di
Milano and Fellow of the Centre for Digital Anthropology at UCL London.
Her research focuses on the evolution of digital practices in society. In
recent years she has worked on digital communication, collective
intelligence, health and sustainability.
12
Introduction
13
The book is divided into 3 main parts:
• “Scoping Codesign”
• “Experimenting with Codesign”
• “Designing Codesign.”
(1) The first section is devoted to outlining the notion of codesign from
different perspectives. It initially provides a synthesis of the main
challenges for codesign today, highlighting how the idea of codesign has
extended and blurred its boundaries, focusing in particular on the areas of
public participation and social innovation. We then discuss codesign, also
touching on anthropology and ethnography as codesign employs a number
of methods with bases in these two fields, often misinterpreting and
simplifying them.
More importantly, the first part introduces the Collaborative Design
Framework which provides the structure for the analysis developed in the
second part of the book. This framework, building upon the well-known
Double Diamond design process, combines 2 polarities of concepts: one
summarises the subject matter which drives design (between “topic-driven”
and “concept-driven”); the other outlines the style of guidance by designers
(between “facilitating” and “steering”). The result is a compass of 4
quadrants in which the various codesign activities may be positioned and
highlight the evolution thereof from the initial stage of understanding a
topic to the eventual development of a concept.
Finally, in order to understand what type of approaches and resources
can be employed within this evolution, a basic glossary is provided
defining key-notions such as boundary objects, tools and prototypes.
14
backgrounds participated in the collaborative development of a
vision for sustainable lifestyles in Europe by 2050.
(3) Building upon the projects illustrated above, the third part of the
book presents a more detailed elaboration of the Collaborative Design
Framework, expanding it with a set of lessons learnt and actionable
recommendations. They may only serve as a few examples, however they
aim to provide insight for other designers performing similar activities.
The quick lessons learnt refer mainly to 3 cluster groups: process,
experience and boundary objects, and they specify each area providing
several focal points such as “engagement and recruitment”, “intensity and
fun”, “relationships with participants”, “visual thinking”, etc.
The Collaborative Design Framework is detailed by characterising the
activities of the 4 resulting quadrants: “discovering and exploring options”,
“imagining options beyond the world as it is”, “expanding and
consolidating options”, “creating, envisioning and developing options”. A
set of recommendations is provided for each area in order to make the
framework more concrete and applicable, and thus, to provide a practical
guidance for undertaking massive codesign processes.
15
PART 1: Scoping Codesign
The first part of the book looks at the notion of codesign. It opens with a
reflection on the popularity that codesign has garnered in the last decade
which has contributed in extending and blurring its boundaries. A brief
history of codesign is then provided and the main current challenges are
outlined, in particular highlighting those in the public participation and
social innovation spheres.
To better complement this preparatory study, the relationship between
codesign, anthropology and ethnography is clarified to avoid the recurrence
of common misinterpretations and simplifications.
In particular, this first part introduces the framework used to structure
our discourse on codesign throughout the whole book: it is the
Collaborative Design Framework, adopted to analyse the case studies
presented in the second part, to debate the various differences in terms of
approaches, methods and tools and to provide suggestions and
recommendations. Moreover, the outline is completed by a basic glossary
that defines key-notions such as boundary objects, tools and prototypes.
16
1.1 Codesign Landscape Today
The last decade has seen the emergence of a great number of activities
labelled as “codesign projects”, ranging over a variety of: technology,
business, urban planning, community development and many others,
encompassing private, public and third sectors.
There are a number of reasons behind the popularity of codesign: the
most important one is that we currently live in an “era of participation” and
“participatory culture” (Smith, Bossen and Kanstrup, 2017; Jenkins, 2006),
in which people are able to contribute in new and unprecedented ways,
sharing their interests and concerns thanks to the rise of the internet and
Web 2.0 applications (Bannon and Ehn, 2012).
From public consultations, to codesign sessions, civic hackathons, and
other forms of creative meetings or workshops: a great variety of
participatory events and programmes are popping up all over the world,
within companies, governments and organisations in general. This is also
because the practice of collective creativity is considered promising in
tackling the most pressing societal challenges: in order to solve complex
problems it is necessary to include a multitude of diverse players.
The notion of codesign is precisely based on the idea that people having
different voices should collaborate within a design process: this practice
has been around for almost forty years under the label of participatory
design, while the use of the expression “codesign” is a more recent
conceptualisation.
In their studies, Sanders and Stappers (2008) attempted to connect
codesign to the vast history of participatory practices by presenting it as the
resulting convergence of 2 different approaches: the user-centred design
approach, of American tradition, in which the user is considered an “object
of study” and the participatory approach adopted by Scandinavian
countries, characterised by a view of the user as a “partner”. In the first
approach, designers use interviews as a method to observe and study users;
17
in the second one, users are considered “experts of their experience” and
thus play a key role from idea generation to development, similar to the
conceptualisation of “users as resources” suggested by Manzini (2015).
The notion of participatory design developed in Scandinavian countries
mainly refers to the works by Ehn and his colleagues. In order to deal with
the challenge posed by introducing new technologies in the work place
during the Seventies, they assumed the simple standpoint that those
affected by design should have a voice in the design process (Ehn, 1989).
From the very beginning, this idea of participatory design was very
political, because it was viewed not only as a way to enhance workers’
expertise but, above all, as a movement towards democratisation at work.
In a more recent article, Ehn describes how participatory design has
evolved: he highlights a shift from participatory design aimed at working in
companies to a participatory design devoted to enhancing processes of
empowerment within communities (Ehn, 2008). He precisely defines this
move as a shift from designing “things” (objects) to designing “Things”
(socio-material assemblies of human and non-human elements), meaning
that the object of design was changing - not only products, but more
complex items, entering new environments that differ from companies in
the private sector and also encompass everyday life and the public sphere.
18
decision, co-production and co-evaluation, and, as a result, co-governing
(Pollitt, Bouckaert and Löffler, 2006).
We will briefly discuss these areas, with special emphasis on the latter,
as all the case studies analysed in this book fall under the sphere of public
participation and social innovation.
19
participate in decision-making processes and practise a more extended idea
of democracy.
The use of public consultations has increased at different levels of
governance, ranging from transnational to national, regional and local
levels. In particular, the European Commission has launched numerous
public consultations (EC - European Commission, 2017), concerning a
diverse range of issues: one of these, CIMULACT (Citizen and Multi-
Actor Consultation on Horizon 2020) will be studied further in the second
part of this book. More specifically, our challenge lies in integrating
codesign methods and tools in public consultations, attempting to improve
the actual participation of citizens and stakeholders by enabling people to
contribute better to transforming their needs into proposals for the future.
This reflection on codesign and public consultation is closely linked to
the more extensive notion of public participation, in which different
engagement mechanisms are defined. The most well-known framework for
identifying the different levels of public participation is “Arnstein's ladder”
(Arnstein, 1969), which has been repeatedly re-elaborated. One of the most
significant is the classification developed by the International Association
for Public Participation (IAP2, 2007), in which public participation is
analysed for the different goals and from the point of view of the nation
state. As such, it covers a wide spectrum of activities: information,
consultation, involvement, collaboration and empowerment.
Here, we see a great challenge for codesign: how to facilitate a move
from simple consultations to actual collaboration, in which “those who are
consulted”, become, in a way, the artificers of “contents”, ranging from
simple feed-back to more articulated contributions. In particular, the main
issue for codesign is to overcome yes or no answers, facilitating the
emergence of complex ideas, combining not only opinions, but also visions
and proposals.
We believe that a greater reflection on public participation and codesign
is needed. This is relevant not only for the theories, methods and profession
of design, but above all to imagine new forms of democracy, in a moment
in which the crisis of democracy has reached an all-time high all over the
planet (Freedomhouse, 2018).
20
They are new ideas that emerge for corresponding social needs (Murray
et al., 2010) and they often include a variety of players such as end-users,
technicians and entrepreneurs, local institutions and civil society
organisations.
In this scenario, as Manzini (2015) suggests, designers must use their
skills to sustain promising cases of social innovation to make them more
visible by designing their products, services and communication
programmes, and thus supporting the upscaling thereof. Manzini defines
this set of design approaches, sensibilities and tools as a design for social
innovation: it is not a brand new discipline, but a combination of product,
communication, service and strategic design.
In particular, when dealing with social innovation, codesign appears to
be crucial as it must provide space for the perspectives and active
participation of a number of different players.
21
formats, and produce a relevant and diversified amount of data. Processes
that, thus, reflect the increasing complexity of service design, dealing with
complex service systems, value constellations and service ecosystems
characterised by multi-player networks, largely interdependent but
collaborating out of need (Sangiorgi et al., 2017).
We define these as “massive codesign processes” which are likely to
become the new standard in improving results and which will, hopefully,
increase the level of transparency, accountability and democracy of today’s
design projects.
Bibliographical References
Arnstein, S. R. (1969), A ladder of citizen participation. Journal of the American
Institute of Planners 35(4): 216-24.
Bannon, L. J. and Ehn, P. (2012), “Design: Design Matters in Participatory
Design”, in Simonsen, J. and Robertsen, T. (eds.) Routledge International
Handbook of Participatory Design. New York, NY.: Routledge, pp. 37-63.
Binder, T. (2007), “Why design: labs?”, in Design Inquiries, Nordes Conference,
Stockholm.
Bjögvinsson, E., Ehn, P. and Hillgren, P.A. (2012), “Design Things and Design
Thinking: Contemporary Participatory Design Challenges”, Design Issues,
28(3), 101-116.
Chesbrough, H. (2003), Open Innovation: The New Imperative for Creating and
Profiting from Technology, Harvard, MA: Harvard Business School Press.
EC European Commission (2017), Your voice in Europe, Consultation, on line
resource, available at:
http://ec.europa.eu/yourvoice/consultations/2016/index_en.htm, accessed on
04/03/2018.
Ehn, P. (2008), Participation in design things. In Proceedings of the 10th
Anniversary Conference on Participatory Design. New York: ACM.
Ehn, P. (1988), Work-Oriented Design of Computer Artefacts. Arbetslivscentrum,
Lawrence Erlbaum Associates, Hillsdale, NJ.
Freedomhouse (2018), Democracy in Crisis: Freedom House Releases Freedom in
the World 2018, on line resource, available at:
https://freedomhouse.org/article/democracy-crisis-freedom-house-releases-
freedom-world-2018, accessed on 04/03/ 2018.
IAP2 - International Association for Public Participation (2007), Spectrum of
public participation. Consultation, on line resource, available at:
http://www.fgcu.edu/Provost/files/IAP_Public_Participation_Spectrum.pdf,
accessed on 04/03/2018.
Manzini, E. (2016), “Design Culture and Dialogic Design”, Design Issues, Vol. 32,
1: 52-59.
Manzini, E. (2015), Design, When Everybody Design. Cambridge, MA: MIT Press.
22
Muller, M. J. (2002), “Participatory design: the third space in HCI”, in Sears, J.A.
The human-computer interaction handbook (pp. 1051-1068). Hillsdale, NJ,
USA: L. Erlbaum Associates Inc.
Murray, R., Caulier-Grice, J. and Mulgan, G. (2010), The Open Book of Social
Innovation. London: The Young Foundation, Nesta.
Phills, J.A., Deiglmeier, K. and Miller, D.T. (2008), Rediscovering Social
Innovation. Stanford Social Innovation Review - Fall 2008.
Pollitt, C., Bouckaert, G. and Löffler, E. (2006), Making quality sustainable:
codesign, codesign, co-produce and co-evaluate. Scientific Rapporteurs, 4QZ
conference.
Prahalad, C. K. and Krishnan, M. S. (2008), The New Age of Innovation: Driving
Co-created Value through Global Networks, New York: McGraw-Hill.
Sanders, E.B.N. and Stappers, P.J. (2008), “Co-creation and the New Landscapes
of Design”, CoDesign International Journal of CoCreation in Design and the
Arts, Vol. 4, 1 - Design Participation(-s): 5-18.
Sangiorgi, D., Patricio, L. and Fisk, R. (2017), “Designing for Interdependence,
Participation and Emergence in Complex Service Systems”, in Sangiorgi, D.
and Prendiville, A., edited by, Designing for Service: Key Issues and New
Directions, London: Bloomsbury Press, pp. 49-64.
Selloni, D. (2017), CoDesign for Public Interest Services, Springer International
Publishing.
Seravalli, A. (2011), Democratizing production: challenges in codesigning
enabling platforms for social innovation, paper presented at “The Tao of
Sustainability”, an international conference on sustainable design strategies in a
globalisation contest, Beijing, 27-29 October.
Smith, R.C., Bossen, C. and Kanstrup, A.M. (2017), Participatory design in an era
of participation. CoDesign Journal, 13:2, 65-69.
von Hippel, E. (2005), Democratizing Innovation, Cambridge, MA: MIT Press.
23
1.2 Anthropology, Ethnography and Massive
Codesign for Complex Services
By Stefana Broadbent
The causes for contention are multiple, the principal one being the
difference in time spent in the field, a question of days in design
ethnography and months or years in anthropology. However there are also
issues regarding the topics investigated, the explanatory frameworks
invoked to interpret observations, and even questions of ethics in regards to
the instrumental relation with informants.
Anthropologists often accuse design ethnographers of ignoring the all
important topic of power for instance or lacking a critical outlook and of
being focused on description rather than interpretation. All of these
questions have been amply debated (Halse et al., 2010; Venkatesh, 2013;
Hjorth, 2016) and have led progressively to the creation of distinct
disciplines such as user centred design, user research or design
ethnography, each with their own conceptual framework, methodology,
training and evaluation. It must be noted that design is not the only field in
which ethnography has been adopted as a method of enquiry; sociology as
24
well is increasingly engaged in micro-sociology to enrich or substitute
more standard quantitative methods. Policy making, communication and
market research also engage in ethnography in an attempt to capture the
insights that a contextualised investigation of people’s practices can bring.
25
1.2.2 Complexity and Ethnography
26
direction of creating joint spaces of attention and meaning. However the
initial phases of familiarisation and discovery still rely on an exploration of
the social realities and practices of the groups that will be the actors of the
transformation. Delimiting the scope, setting the scene and context for
collaboration still means apprehending the range of experiences and
constraints under which the different actors operate. This means that we are
back in the camp of ethnography, anthropology and social enquiry.
Too often in design processes the question underlying the first phase of
enquiry is to uncover the “needs” of the stakeholders and citizens.
Interviews and contextual observations are organised to discover the “real
needs” in order to avoid imposing on users preconceived ideas on what will
be the benefits of the new services. While this systematic inclusion of
citizens in the design process has been achieved with great effort after
decades in which the designer/developer knew what was good for the user,
framing the investigation around needs inevitably restricts our
understanding of the social sphere.
Social groups and individuals are adaptive by definition and therefore
even in front of highly dysfunctional situations tend to elaborate solutions
and practices that work for them. This means that although potentially sub-
optimal, adapted strategies exist and function. In turn this implies that the
expression of needs rarely touches the core of experiences because needs
have been addressed in the elaboration of the existing practices. This again
is the reason why designers are so important in devising alternative
scenarios which can improve significantly on existing situations.
But if “need” is not the primary object of inquiry, what is? We would
argue that it is “practice”. In anthropology «social practices are bodily and
mental routines» (Reckwitzc, 2002) or as Postill says «sets of activities that
humans perform with varying degrees of commitment, competence and
flair» (Postill, 2012, p.12). Since the late 70s social sciences have
increasingly put the accent on practice to study human activity in daily life.
The interest of “practice” is that it includes all those elements that are
crucial for service design: the interactions with people, artefacts, norms and
institutions. Practice is in fact the true object of transformation by service
design. When a new service redefines how a social group has access to
medical records, pays taxes or rents bicycles, what is being modified are
27
the set of actions and interactions with which these activities are habitually
performed. Practices are by definition dynamic and in constant evolution as
people adapt their actions to a multiplicity of factors: the constraints of the
physical, social, regulatory and economic environment. In this sense they
are open to transformations and redesigns.
28
Between 2004 and 2008 the Social Science research group at Swisscom
Innovation, the R&D department of Swisscom the Swiss national Telecom
operator built an Observatory of Digital Life (Broadbent et al., 2008). With
a group of 12 social scientists we systematically researched the daily
practices of Swiss citizens with all digital media: communication channels,
internet services, television and video, radio and music, gaming and
photography. The User Observatory also started collecting data on digital
practices at work. The research was done either diachronically with regular
studies being repeated identically across different populations every so
many months, or longitudinally in which 50 households for a total of 160
people were followed for 4 years. In all cases, the methodology, tools and
data format collected was as similar to make it possible to build up a
coherent and consistent body of knowledge. These tools included
communication diaries in which participants wrote down their exchanges,
maps of homes with indications of where and how devices were being
used, timelines of the day of each member of a household, transcripts of
interviews, detailed descriptions of online activities, photos, etc. Combined
together these elements provided a complete overview of the daily digital
practices of the participants. Occasionally, certain studies focused on
additional topics such as gaming, music, video viewing or information
gathering. Regardless of the topic, however, there was always a baseline of
data that was being collected on the patterns of daily life, communication
and internet usage.
In terms of the design process, the insights that could be provided by the
Observatory were wide ranging and attempted to explain why certain
29
practices were emerging or disappearing in Swiss society. We were
particularly attentive to understand what were the obstacles and triggers to
adoption. We could give indications to why some practices were more
likely to change and other not. For instance concerning communication
practices, by studying hundreds of communication diaries, we identified the
role of mutual attention in the choice of communication channel. It
emerged that people preferred asynchronous channels such as texting or
email over synchronous ones like voice calls. This was to avoid asking for
immediate attention from people that were not part of a very close set of
relations. We found out that asking for attention is a social process that
involves issues of status that people find difficult to negotiate (e.g. it is
awkward to interrupt and ask for immediate attention from someone with a
higher status so most people tend to anticipate a voice call with an email or
text). The implications of this finding for the specification of text-based
communication services was very significant and oriented a number of
design choices.
30
But to conclude, how does such a background knowledge enable and
facilitate the process of codesign? Starting from a vantage point in which
there is extensive understanding of the basic processes and experiences
citizens live on a daily basis, means that the dialogue can be engaged any
of the specific topics, which pertain to the project. With a shared context it
is possible to elevate the discussion to a level that can address the
fundaments of practices and services. Rather than recording complaints or
details of all that is not functioning, as is often the case when people are
asked to express their needs, designers can engage on motivations, flows,
relational dynamics and make proposals at the level of complexity they are
hoping to intervene. This level of discourse has the advantage of being
much more effective to enable strategic decisions and it can be confronted
with quantitative data coming from other sources. It also enables
stakeholders to engage on high level issues. Finally, the codesign process
can become iterative and more frequent as the discovery phase is
permanently ongoing and a dialogue is always open with citizens and
stakeholders.
Bibliographical References
31
Pink, S. (2013), Doing Visual Ethnography. Sage publications.
Postill, J. (2010), “Introduction: Theorising media and practice”, in Bräuchler, B.
and Postill, J., eds. Theorising Media and Practice, Berghahn, Oxford and New
York, pp.1-27.
Reckwitz, A. (2002), “Toward a Theory of Social Practices. A Development in
Culturalist Theorizing”, European Journal of Social Theory, Vol. 5: 243-63.
Sangiorgi, D., Patricio, L. and Fisk, R. (2017), “Designing for Interdependence,
Participation and Emergence in Complex Service Systems”, in Sangiorgi, D.
and Prendiville, A., edited by, Designing for Service: Key Issues and New
Directions, Bloomsbury Press, London, pp. 49-64.
Star, S. L. and Ruhleder, K. (1994), “Steps Towards an Ecology of Infrastructure:
Complex Problems in Design and Access for Large-Scale Collaborative
Systems”, in Proceedings of the 1994 ACM conference on Computer supported
cooperative work (CSCW '94). ACM, New York, NY, USA, pp. 253-264.
Venkatesh, S. A., (2013), “The reflexive turn: the rise of first-person ethnography”,
The Sociological Quarterly, Vol. 54, 1: 3-8.
Wallis, C. (2013), Technomobility in China: Young Migrant Women and Mobile
Phones, New York University Press, New York.
Wieber, B. E., Hughes, T. P., and Pinch, T. J. (1987), The Social Construction of
Technological Systems: New Directions in the Sociology and History of
Technology, MIT Press, Cambridge, MA.
32
1.3 A Collaborative Design Framework
33
ethnography becomes a collaborative way to explore the world and
visions of others, and to find design opportunities, in so doing opening
the way to subsequent codesign activities. This exploratory phase can
involve huge numbers of people and garner just as much input.
• The “definition” phase: aimed at interpreting all the possibilities
identified during the discovery phase, it often requires interaction with
experts or with other relevant project stakeholders in order to define
the actual “project brief” that is the description of the design challenge
and its fundamental specifications. To come to this result, a rather
dialectic approach is taken (Sennett, 2012), in which diverging
positions have to progressively converge and reach a synthesis. For
this to happen within complex or complicated problems, the input
generated in the discovery phase need to be considered from the
viewpoint of innovation and of the project’s strategy. In order to
involve knowledge on these aspects in the design process, experts and
project decision-makers are therefore engaged in the selection and
consequent definition of the design brief. Frequently, this phase is
likely to deal with a large amount of data and options, so that it is
becoming increasingly important to consider assistance from digital
technology (data mining, pattern recognition and other techniques
under the umbrella of machine learning...) in supporting human
interpretation and decision-making.
• The “develop” phase: aimed at creating, (pre)prototyping and iterating
solutions or concepts, it refers to the most conventional activities of a
design process and it is almost collaborative and multi-actor in nature.
This creative work can be done through several approaches and
methods, it starts with orientation, an initial concept, pre-determined
by the brief and has an exploratory purpose that facilitates the
participants in building up their visions. Once again, this approach
refers back to a “dialogue” according Sennett (Sennett, 2012), in
which different positions are desirable, without closure or resolution,
and in which the situation is less competitive and more cooperative.
Indeed, the more alternative options are explored, the better.
• The “deliver” phase: aimed at finalising and producing the resulting
project, it implies the agreed participation of all stakeholders in order
to make things happen. At this stage, collaboration is necessary in
deciding what to do and must turn into co-production, the
implementation of an agreement on what to do together and on the
capabilities to be put into the solution. Therefore, it implies the active
involvement of the project decision-makers and the importance of
34
collaborative testing and prototyping solutions cannot be
underestimated.
Fig. 1.1 – The Double Diamond scheme elaborated with two polarities about the
subject matter of design
35
interests, and to jointly bring about positive change» (Steen, 2013, pp. 27-
28). How the designer interacts with the other participants influences their
awareness of the process, their contribution and their relationship with the
others, their critical thinking and self-criticism, their capacity to think
beyond what is already known and their own “comfort zone”.
In fact, building on the considerations of the philosopher Dewey (1938),
during codesign both “perceptive” (the capacity to see, hear, touch, smell
and taste what is) and “conceptive” (the capacity to imagine and envision
what could be) capacities of all participants need to be adequately
challenged and therefore applied, in order to effectively and “ethically”
interact with one another. When a challenge is too big, ill-defined or
ineffectively framed by those guiding the activity, it may cause not only
technical issues but also ethical ones (Steen, 2013), since the participants
are not adequately enabled to contribute. Consequently, the style of
guidance is crucial for the success of a codesign initiative and must be
sensitive to the circumstances. As such, we can argue that the guidance
approach can range between two stances: “active listening” and being
“thought-provoking”, reflecting a difference in purpose and situation.
The “active listening” style encourages the free flow of thoughts and
flourishing of empathy and sympathy between participants. Active
listening, in the words of Marianella Sclavi, is:
an art for the transformation of pains and anxieties into opportunities for
knowledge and awareness. «In order to understand what another person is saying,
you must assume that he/she is right and ask him/her to help you to understand
what makes them right». You have to assume that this person who does not
understand you (and who thereby irritates you!) is in fact an intelligent person, and
you must therefore ask that person, as well as yourself, for a description of the
vision of the world that allows their point of view to appear to be true. Active
Listening has the most to offer in situations that are charged with tensions and in
environments that are rife with conflicts, or, in general, where argumentation is
destined to failure, and where a neutral attitude is senseless. Active Listening is not
obligatory (...), but once one has decided to practice it, it demands that all positions
– and especially those that most seem incompatible – be accepted and appreciated
as contributions to the drafting of shared solutions and options that differ from
those which initially presented themselves. Active Listening doesn’t reduce to an
exercise in empathy and sympathy, and indeed begins to function at the point at
which it proves fruitless to try step into the other’s shoes: the point at which we
have to assume our interlocutor’s intelligence not because we have understood
what she/he is saying, but in order to be able to understand it (Sclavi, 2008, p. 3).
36
The way a designer adopts this position implies an adaptation to a role
and an attitude that, in any codesign activity, is (at least) as concerned with
the forms and quality of the outputs in terms of ideas, as with the effects of
the act of designing in the relationships within the community. Therefore,
an approach is generated that differs from the one of a facilitator with a
background in social sciences, introducing greater attention toward creative
problem-framing and -solving.
With particular reference to scenarios, according to Ogilvy (2002) the
way a designer may conduct a workshop is similar to that of an existential
psychoanalyst with a community or an institution: it is a Socratic-based
practice and works as a testing ground for the aspirations of a community.
Therefore, a scenario workshop facilitator does not tell people what to do
or think, but «draw out (e-ducare) the concerns of others» (p. 183) through
leading questions. Like Socrates himself, the facilitator then needs to know
quite a lot about the subject under discussion «in order to ask those
questions that lead in the most productive direction» (ibidem).
design is a capacity for critical analysis and reflection, with which design experts
produce knowledge, visions and quality criteria that can be made concrete in
feasible proposals. (...) ...a design expert must also be a carrier of this specific
culture: the design culture. Design culture encompasses the knowledge, values,
visions, and quality criteria that emerge from the tangle of conversations occurring
during design activities (...) and the conversations that take place in various design
arenas (Manzini, 2016, p. 54).
Aware that this may risk leading to forms of persuasion that omit
critical thinking through imagination, this style of guidance is a way of
focussing on the meaning of the subject -manner and of trying to skip the
“participation-ism” defined by Manzini (2016) as a way to reduce the role
of design experts to “process facilitators” of over-simplified systems. In a
thought-provoking approach, we can recognise the basis of what
37
psychologists call “strategic conversations” (Nardone and Salvini, 2004): a
technique that works to change the perception of things in order to change
emotional and behavioural reactions, ultimately in order to change the
understanding of a problem (Meroni, 2008).
1.3.3 A Framework
38
Fig. 1.2 – The Collaborative Design Framework
39
• In the “Concept-Driven” and “Facilitating” quadrant, we can classify
the codesign initiatives that aim towards Expanding and
Consolidating Options. Here collaboration is aimed at expanding or
assessing given options, adding elements of interests, feasibility and
concreteness.
• In the “Concept-Driven” and “Steering” quadrant, we can finally
classify the codesign initiatives that aim towards Creating,
Envisioning and Developing Options. Here, collaboration is aimed at
generating new options or elaborating on existing ones, through a
creative and thought-provoking process that may also bring some
principles into question.
40
depends on the understanding of the values, needs and behaviours of such
diversified players. In fact, Community Centred Design requires that
designers develop two areas of competence: the ability to gain knowledge
about the community and its “habitat” and the ability of creatively
collaborating with non-designers. The former results in onsite immersion,
so as to pursue a direct experience of the contexts and develop empathy
with the community. The latter requires applying designer skills and
creativity in order to design for or with the community (Manzini and
Meroni, 2014). In a glance, this resonates with the Socratic approach of the
designer, in which a deep understanding of the circumstances and of the
subject under discussion must precede the action. And this is why the
ethnographic exploration of the field - even with a fast and simplified
approach - (Broadbent, in this book) runs seamlessly in line with
codesigning.
Bibliographical References
Dewey, J. (1938), Logic: The Theory of Inquiry, Henry Holt and Co., New York.
Design Council (2014), The Design Process: What is the Double Diamond?, on
line resource, available at: https://www.designcouncil.org.uk/news-
opinion/design-process-what-double-diamond, accessed on 01/03/2018.
Hillgren, P.A, Seravalli, A. and Emilson, A. (2011), “Prototyping and
infrastructuring in design for social innovation”, Codesign, Vol. 7, Nos. 3-
4:169-183.
Manzini, E. (2016), “Design Culture and Dialogic Design”, Design Issues, Vol. 32,
1: 52-59.
Manzini, E. and Meroni, A. (2014), Catalysing Social Resources for Sustainable
Changes. Social Innovation and Community Centred Design, in Vezzoli, C.,
Kohtala, C. and Srinivasan, A., edited by, Product-Service System Design for
Sustainability, Greenleaf Publishing, Sheffield.
Meroni, A., edited by (2007), Creative Communities. People inventing sustainable
ways of living, Edizioni Polidesign, Milano.
Meroni, A. (2008), “Strategic Design: Where Are We Wow? Reflection Around
the Foundations of a Recent Discipline”, Strategic Design Research Journal,
Vol. 1, 1:31-38.
Meroni, A. and Sangiorgi D. (2011), Design for Services, Gower Publishing
Limited, Farnham.
Meroni, A. and Selloni, D. (2018), “Design for Social Innovators”, in Walker, S.,
Cassidy, T., Evans, M., Twigger Holroyd, A. and Jung, J. (edited by), Design
Roots: culturally significant designs, products and practices, Bloomsbury
Academic, London, pp. 305-318.
41
Nardone, G. and Salvini, A. (2004), Il dialogo strategico, Ponte alle Grazie,
Milano.
Ogilvy, J. (2002), Creating Better Futures: Scenario Planning As a Tool for A
Better Tomorrow, Oxford University Press, New York.
Sanders, E.B.N. and Stappers, P.J. (2008), “Co-creation and the New Landscapes
of Design”, Codesign International Journal of CoCreation in Design and the
Arts, Vol. 4, 1 - Design Participation(‐s): 5-18.
Sclavi, M. (2008), An Italian Lady Goes to the Bronx, IPOC Italian paths of
culture, Milano.
Selloni, D. (2017), Codesign for Public Interest Services, Springer International
Publishing.
Sennett, R. (2012), Together: The Rituals Pleasures and Politics of Cooperation,
Yale University Press, Yale.
Seravalli, A. and Eriksen, M. A. (2017), Beyond collaborative services: Service
Design for Sharing and Collaboration as a Matter of Commons and
Infrastructuring, in Sangiorgi, D. and Prendiville, A., edited by, Designing for
Service: Key Issues and New Directions, Bloomsbury Press, London, pp. 237-
250.
Steen, M. (2013), “Codesign as a Process of Joint Inquiry and Imagination”,
Design Issues, Vol. 29, 2: 29-40.
42
1.4 Setting the Stage
It is assumed (Ehn, 2008; Bannon and Ehn, 2012; Sanders and Stappers,
2014; Dalsgaard, 2017) that, throughout its progress, a design project
requires the alignment of diverse resources (people and technology)
through interactions with users/stakeholders in order to share objectives,
timelines, deliverables... We define codesign by these interactions and the
Collaborative Design Framework (cf. Chapter 1.3) illustrates their
progression from an initial stage of understanding the topic to the final
concept production and development phase. The question is what kind of
operative approaches, tools, and resources can be practically used in this
progression.
Thinking and doing in design are intertwined through the use of tools
and resources (Dalsgaard, 2014): the different subject matters of design,
styles of guidance and purposes clearly influence the kind of artefacts, tools
and rules that are used in codesign sessions. These can be, therefore, set in
very different ways and are an indispensable mix of “making, telling and
enacting” in iterative cycles that must be very sensitive to the
circumstances (Brandt, Binder and Sanders, 2012).
The apparatus used in codesign sessions can be referred to as “boundary
object”: drawing from sociology, boundary objects are entities shared by
several different communities but which are viewed or used differently by
each of them (Star, 1988) «allow(ing) for the coordination of different
groups seeking consensus on aims and interests» (Baggio et al., 2015).
They are characterised by “interpretive flexibility”, which allows diverse
communities of practice to transcend core differences in interpretation and
meaning for the purpose of cooperating in a particular work. In doing so,
43
they enable different groups of stakeholders to collaborate (Baggio et al.,
2015) by aligning their interests.
Considering the purpose of this book, for the sake of clarity and for an
appropriate positioning within the vast panorama of interpretations and
definitions regarding artefacts, tools and resources used in codesign, we
propose the following definitions as a basic glossary of the work:
44
their experiences and observe and express their feelings), case study
discussion and storytelling (that feed people imagination and enlarge their
vision) and some kinds of “generative toolkits” (that help people to imagine
opportunities, such as issue cards, experience journeys, words/thoughts
sequences, and more) are key artefacts to interacting with people in
codesign encounters.
In more advanced design phases, when the purpose is creating,
expanding, developing and consolidating options, the use of “generative
toolkits” and “prototypes” is key, because they allow the generating and/or
testing of concepts. Yet, the very nature of “what” is designed introduces
some notable evolution and transformation of these conceptual foundations.
In fact, here we are reflecting about services and scenarios that may
envision future ways of living. That is, concepts hardly representable
through self-explanatory and “finished” artefacts, because they embrace the
dimension of the time, the reactivity of the interactions and the openness to
multiple external and internal factors.
45
artefacts (images, videos, charts, diagrams, sets of interconnected elements,
and more) that stimulate conversations engaging multiple stakeholders and
supporting them to take decisions. By definition, therefore, a scenario must
be visualised and presented in a way that fosters collaboration and, as for a
service, a scenario prototype may entail the realisation of a physical artefact
complemented by components that facilitate its transformation and
evolution by the codesigners.
In conclusion, we propose a way to set the stage for service and scenario
codesign activities that use a combination - in complex boundary objects -
of tools and prototypes with specific rules that, according to the
experiences documented in this book, better fit with the very nature of
these kinds of artefacts. In particular:
46
Fig. 1.3 – The relationship between tools, topic, concepts and prototypes in
codesign actions along a design process
47
stakeholders in massive codesign processes. As we will argue through
examples and cases, they can contribute to:
Bibliographical References
48
Mark, G., Lyytinen, K. and Bergman, M. (2007), “Boundary Objects in Design:
An Ecological View of Design Artifacts”, Journal of the Association for
Information Systems, Vol. 8, 11: art. 4.
Ogilvy, J. (2002), Creating Better Futures: Scenario Planning As a Tool for A
Better Tomorrow, Oxford University Press, New York.
Sanders, E.B.N. and Stappers, P.J. (2014), “Probes, Toolkits and Prototypes: Three
Approaches to Making in Codesigning”, Codesign, Vol. 10, 1:5-14.
Selloni, D. (2017), Codesign for Public Interest Services, Springer International
Publishing.
Simonsen, J. and Robertson, T. (2012), eds., Routledge International Handbook of
Participatory Design, Routledge, London and New York.
Star, S. L. (1988), “The Structure of Ill-structured Problems: Boundary Objects and
Heterogeneous Problem Solving”, in Gasser, L. and Huhns, M., (edited by),
Distributed artificial intelligence, Pitman, London, pp. 2-37.
49
PART 2: Experimenting with Codesign
50
Fig. 2.1 – The Collaborative Design Framework with case studies
51
2.1 CIMULACT
1
CIMULACT - Citizen and Multi-Actor Consultation on Horizon 2020. Funded by
Horizon 2020 Framework Programme, Grant Agreement 665948, 2015-2018. Project
coordinator: Danish Board of Technology (DBT), Denmark; Consortium partners:
Fraunhofer Institute for Systems and Innovation Research (ISI), Germany; Austrian
Academy of Sciences (ITA), Austria; Missions Publiques (MP), France; Strategic Design
Scenarios Sprl (SDS), Belgium; Technology Centre Of The Czech Academy Of Sciences
(TC CAS), Czech Republic; Asociatia Institutul De Prospectiva (Prospectiva), Romania;
Applied Research And Communications Fund (ARC Fund), Bulgaria;
GreenDependent Institute (GDI), Hungary; Politecnico Di Milano (POLIMI), Italy; The
Association for Science and Discovery Centres (Science), UK; Fundacio Catalana Per A La
Recerca I La Innovacio (FCRi), Spain; Swiss Academies of Arts and Sciences (TA Swiss),
Switzerland; University of Helsinki (UH), Finland; The Norwegian Board Of Technology
(NBT), Norway; Institute for Sustainable Technologies (ITeE-PIB), Poland; Knowledge
Economy Forum (KEF), Lithuania; Baltic Consulting (BC), Latvia; University College
Cork, National University Of Ireland, Cork (UCC), Ireland; Wageningen Economic
Research (DLO – LEI), Netherlands; Mediatedomain Lda (Mediatedomain), Portugal;
University of Malta (UoM), Malta; Slovak Academy Of Sciences (SAS), Slovakia;
Slovenian Business & Research Association (SBRA), Belgium; RTD Talos Limited (RTD
Talos), Cyprus; 4MOTION ASBL (4motion), Luxembourg; ODRAZ - Sustainable
Community Development (ODRAZ), Croatia; Swedish Geotechnical Institute (SGI),
Sweden; Atlantis Consulting (SA ATL), Greece.
52
In accordance with the general aim of the book, we will concentrate on
the 5 main codesign sessions that led to the final version of the research
topics delivered to the European Commission. Starting from a general
overview of the project and we will then provide an extensive description
and analysis of the codesign activities.
53
senses: in age, location, expertise and role within the project. They
often participated in sessions dedicated to specific targets, therefore
they were selected and grouped according to similar characteristics.
In some sessions, very diverse groups were instead brought together,
mixed and pushed to work together.
• Significant number of participants: the whole process engaged
around 5000 people. Even though they were involved at different
stages, the process finally resulted in a “massive” codesign activity.
The most extensive in-presence codesign session was the “co-
creation workshop” that counted more than 100 participants
simultaneously. That session represents a “massive codesign” case in
itself.
• multi-formats: the project experimented with very different formats
of consultations. They were developed by the partners with several
purposes, leveraging their diverse expertise.
54
of technologies truly at the service of human beings, others foreseeing self-
sustainable local communities.
3. Co-creation Workshop
This session had the objective of producing a first draft of the research
programmes in the form of scenarios; starting from the social needs
identified in previous stages.
Several stakeholders were gatherd together in a workshop to contribute
to this task: representatives of the citizens who had contributed to the
original visions, alongside experts and the partners of the project.
Citizens had the role of witnesses and guarantors of the wishes and
concerns expressed in their visions. Experts were crucial to bring their
vertical knowledge on the different topics and give scientific accuracy to
the scenarios.
Finally, consortium partners were essential for several reasons: to
ensure the continuity of the project, to bring their specific knowledge and
experience and to connect experts with citizens.
The process was outlined by the POLIMI DESIS Lab team in
collaboration with the consortium partners. Based on a scenario-building
and future studies approach, it was conceived as a journey to guide the
participants along a challenging set of steps leading towards the design
research scenarios.
4. Codesign Workshop
This session was held in-presence, in each country of the project, and
was tailored to different target groups. The whole consortium involved
citizens, policy makers, and many other specialised stakeholders, in order
to enrich and validate the research scenarios produced in the previous
phases. Different countries adopted different consultation approaches
55
according to their specific targets. Partners from different countries also
defined their own methods for the consultations. POLIMI DESIS Lab,
conceived and developed an ad hoc process to codesign with designers.
Strategic Design Scenarios instead developed a new codesign process
named “the Caravan method”, which is presented later in the book.
In every case, regardless of the approach taken, the outputs of this round
of consultation were some enriched scenarios and a ranking of the
scenarios in term of priority.
5. Online Consultation
In order to reach a larger audience and a quantitative relevance, the
research scenarios have been collected in an online platform and spread to
almost 3500 people all over Europe, to ask their opinion on the contents. In
this way, scenarios were enriched with inputs coming from citizens and
experts from all over Europe. Furthermore, respondents were asked to
assign a priority score to each scenario. This score added quantitative
consistency to the ranking already defined in the previous session.
56
initial wishes and concerns, in order to define the topics to be investigated
during the next stages of the project.
This was one of the most important activities of CIMULACT because it
framed the original contents on which all the following project assumptions
and developments would be built upon. This workshop was held in the
national language of each country.
57
Design subject matter: Topic-driven. The workshop had an exploratory
ambition. Being the first of the entire project, there were no pre-worked
contents from which to start from. The purpose was to make concerns and
wishes arise spontaneously from the citizens, with the minimum influence
from the consortium.
Starting from individual ideas and thoughts, the participants were
accompanied through a process of collective co-creation of stories which
narrated a desired future.
The collective stories, called “visions”, were addressing very diverse
aspects of life. Nevertheless, we could clearly identify a recurrent topic,
which usually dealt with “education and a working system”. This refers to
all those visions expressing a desire to change the current model into
something more flexible, and more importantly, closer to people’s current
needs and to contemporary challenges.
58
obligation. We learnt that building upon existing networks of contacts
could be a double-edged sword: if one side people feel more engaged
because of mutual trust and sense of duty, on the other side they do not feel
the obligation as when they are recruited by a recruitment agency that gives
them incentives.
(1) The first task was to think about the past and in particular to focus
on challenges, fears, wishes and hopes that people could think about 40
years earlier. Each group member reflected individually and then shared
his/her thoughts with the others at the table to start a common reflection.
This activity was mainly intended as a warming up exercise and let
participants familiarize with the topic. In order to keep track and support
the discussion, the board was used to collect thoughts written on post-its.
59
(2) The second step was thinking about the future. This moved the
process forward from simply warming up to producing a first valuable
content for the project. To support this activity, it was used a set of 96
inspirational pictures. Citizens were asked to imagine the future in 40
years, pick up a picture that inspired them and share their thoughts with the
others. The groups were invited to think about the future both at an
individual and societal level.
Pictures, had different degree of influence in the cognitive work of the
participants and helped to stimulate their imagination and come up with
ideas. The contributions were pinned on the board, in order to make it easy
to follow the discussion and start to detect common patterns. At this stage,
ideas were quite generic, ranging from concerns about children’s education,
to air pollution, from solidarity networks to green areas in the cities.
(3) After that, the table moderators created thematic clusters for each
group and all the participants were invited to nurture their thoughts taking
inspiration by the observation of the results produced by other groups.
(4) The fourth step led the participants to write the first draft of the
“visions”. During this step, the moderator played a crucial role in
explaining the meaning of “vision of a desirable future”. They were defined
as imaginative stories of a desirable future that are not just positive, but
also build upon threats, fears and concerns. These stories were initially
presented individually in a format that was called “mini-storyline” were
each participant narrated the world as he/she imagines it in 40 year time.
The stories were often very rich in imagination and originality, surprising
the researchers for the unexpected details and original anecdotes.
(5) The last step was the elaboration of the collective visions. They were
firstly developed in a raw version through a discussion within each group.
Group members went through a process of collecting the different inputs
and then selecting more urgent ones, in order to finally achieve a common
agreement on the collective vision. The refined and final version of the
visions incorporated the feedbacks and the additions by citizens of the other
groups.
60
shareable with others. The same cards were also used to visualize the
visions, so that a broad variety of graphic and individual expression could
be found in the outputs.
Narration tools: a set of templates providing a format to present the
stories generated by the participants. The format was composed of two
parts: one for a verbal description and the other for a simple visualisation
that participants could decide to complete with parts of the available
pictures or with their own sketches.
Overall, the tools had an explicit background in humanities and
narrative and were inspired by a sociological and psychological approach.
61
Fig. 2.2 – CIMULACT National Citizen Vision Workshop / POLIMI DESIS Lab
62
Fig. 2.3 – CIMULACT National Citizen Vision Workshop / POLIMI DESIS Lab
63
2.1.3 CIMULACT Social Needs Clustering Workshop
Aim: This activity was aimed at extracting underlying needs from the
citizens’ visions produced in the previous workshop. These needs would
have ben addressed by the future research programme scenarios.
64
Environmental set-up: The activities were held in Paris in a beautiful
historic location: a former abbey turned into a cultural centre called
L’Archipel. Most of the work was carried out in small groups that were
conveniently separated with the layout of the room. The furniture created
enclosed spaces that isolated groups from each other.
Tables as usual had standing billboards that were used to pin and share
the clusters of needs.
(1) Participants were split into small groups from the start. The first task
was individual: every participant read and analysed 30 visions, looking for
the needs that were implicit in the visions. To help participants with this
rather demanding task, the visions were assigned to participants and sent to
them before the workshop. During the session, each participant shared the
result of his/her analysis and the group agreed on 5 common areas.
(2) The same process of sharing and converging was repeated with each
person in the group, so as to define a common pool of needs. The
discussion was long, challenging and moderated by the coordinators.
Finally the group agreed on 26 clusters of social needs.
65
(3) Subsequently new groups were formed, and every one went through
the full set of visions in order to find which ones could have been
associated with the needs. This step was important to keep track of the
origin of the needs and therefore to create references for any content
generated from them. To do that, participants were asked to cut the paper
sheets in small pieces with the sections of the visions related the need.
These pieces were then pasted on the final posters of the needs.
(4) To conclude the workshop, the participants were put in pairs to write
a detailed description of each social need. Finally, the social needs and their
descriptions were displayed as posters so everyone could have a look at
them, contributing or editing.
While looking at the social needs, people were asked to indicate to
which European Grand Challenge the need was connected with. The Grand
Challenges are macro themes that define the priorities of the European
research and frame the research programmes.
During the whole process, the challengers did the same activities as the
CIMULACT researchers. At the end of the day, they were asked to share
their feedback on both methodology and content.
The agenda of this codesign session was open to adjustments as a
function of the flow of the activities, despite the whole process was
compressed in a single day. This flexibility was useful to adapt the work to
the complexity of the tasks.
66
Final output: Final outputs of this session were 26 social needs,
showcased as big posters. They were different for each topic but were
transversal to many countries in Europe. For instance, from several visions
across multiple countries emerged the same desire to have a strengths-
based education system with a more experiential approach, more equality
in society, and a more holistic healthcare system.
The 26 social needs were then reviewed by the leader of this research
task, the Fraunhofer Institute for Systems and Innovation Research,
together with POLIMI DESIS Lab (who was in charge of the following
step of the project). To ensure that all relevant topics had been captured in a
complete and extensive way the social needs were re-clustered and cut
down to 12.
67
Fig 2.4 – Social Need Clustering Workshop / POLIMI DESIS Lab
68
Fig 2.5 – Social Need Clustering Workshop / POLIMI DESIS Lab
69
2.1.4 CIMULACT Co-creation Workshop
70
organising the group and filling in templates, but to steering the debate, by
suggesting directions. This was a very demanding activity, because they
were performing multiple roles simultaneously, and it was challenging to
concentrate on all the tasks.
71
The process was created adapting scenario-building techniques to the
specific circumstance, with the aim to foster the envisioning ability of the
participants. Since the activity was complex and the schedule strict, a
general coordinator of the workshop was in charge to explain each step to
the whole group of participants and to keep time.
72
characteristics determined by the factor. They were often formulated in a
provocative way, so to stimulate the debate in the group.
(3) The last phase of the first day was thought to describe the “state of
the art” in the different spheres of needs. This is a well-known concept in
science: it defines the highest level of general development achieved at a
particular time. In everyday life, it is what people actually experience as
available solutions in a given field. This phase of the work defined the state
of the art in both research and everyday life, according to the experience of
the experts on one side, and the citizens on the other. The exercise was
done referring to the future directions just identified. In particular, the
question the participants had to answer was: «Where are we now with
respect to the directions that have been identified?»
Day 2: (4) The second day started with a comparison between the
present state of the art (research and everyday life) and future directions:
this was done to identify “gaps” and “concerns” in knowledge and
practices. Gaps were “what we need to know in order to go in the direction
identified for the future” and arose from the comparison of the state of the
art in both the scientific research and in the everyday life. Participants were
requested to think also about “concerns”, defined as side-effects and
unexpected consequences that could emerge from the future directions.
(5) The gaps gave rise to the “research questions” that need to be
answered in order to move toward the identified directions.
(6) From these questions, research directions were finally created, i.e.
what to research in order to go towards the defined direction. Each one of
these was formulated as a statement, which included supplementary
research questions which were clustered together and connected. For
example, a research direction connected with the topics mentioned
previously was: «Finding ways to take advantage of the education network
in order to equalize education throughout Europe, giving open access to
data, physical places and competences, with a specific focus on developing
a critical awareness on their use».
73
quotations from the original citizens’ visions. These posters were visual
prototypes of the concepts extracted from the citizens’ visions.
A toolkit: a set of templates, to fill with text or schemas, was designed
specifically for each task. They were also thought to provide guidance with
detailed instructions. The layout of the templates was purposely conceived
as diverse as possible, so to help differentiating the tasks. In this
circumstance, the visual part of the work was marginal. Despite having
pushed the participants to visualize the scenarios by finding pictures online
with the help of designers, the images produced were not useful to enrich
the verbal descriptions.
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Fig. 2.6 – CIMULACT Co-creation Workshop / Lab Immagine POLIMI
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Fig. 2.7 CIMULACT Co-creation Workshop / Lab Immagine POLIMI
76
2.1.5 CIMULACT Codesign Workshop
77
• “The bigger (cities) the better”: big cities to become more liveable
for humans including less streets and cars, more collective spaces,
urban agriculture and connected communities.
• “Learning for society”: a balance between the common good and the
individual.
The goal for each group was to enrich or modify the scenarios according
to the perspective of the participants and finally to rank them for priority
and urgency.
78
• Focusing on stakeholders (4);
• Defining research directions (5);
(1) The first step was familiarising with the contents. The participants
were asked to think about the obstacles society would need to face today to
achieve the situation presented by the scenario. For example, regarding the
“Balanced work-life model” scenario, the designers formulated the
challenge as follows: «How to transform the corporate culture so to
promote work-life balance, personal development and caregiving to the
family?» This was the design challenge for the subsequent phases of the
workshop.
(2) During the second activity, participants were encouraged to focus on
the people in society affected by the challenge and their specific needs,
considering the context in which they live. In order to be as concrete as
possible, they were asked to think about a person they knew personally and
try to answer from their perspective.
(3) For the generative step, the designers had to collectively define an
idea to address the challenge and build a solution around it. To complete
this step, they were asked to build a rough prototype with materials such as
papers and elements of woods, straws and beads. They could also use and
transform the 3D models provided to visualise the scenario. This
represented a crucial activity to give a “materialise” the ideas came out
from the brainstorming and share them within the group. For example, the
idea conceived by the group “Balanced work-life model” was a “Bank of
Goals” consisting in a device allowing the employee to split activities into
goals, setting a minimum time and quality to accomplish them, and a
dedicated budget.
(4) Once the ideas were framed, each group was asked to clarify the
main stakeholders involved, using an “Actors map”.
(5) The last stage required designers a to think backward and understand
the research to be carried out to make their ideas become true. This step
was tricky for the practitioners among the group, because it required a
reverse thinking from solution to problems. For example, to achieve the
scenario of a balanced work-life model the needed research was: exploring
work organisation models impacting on wellbeing; researching on
“changing behaviours” in companies; researching “best practices” of
alternative working models.
79
3D mock-ups were the physical interpretations of the research scenarios.
The had the crucial function of being the starting point for the generation
and prototyping phase. In this sense, they represented a stimulus for the
discussion and a physical object on which to intervene and interact with.
Most of the groups, indeed, ended up with modifying the 3D models to
build up their prototype instead of starting from zero. This suggests that
they actually worked as enablers.
Toolkit: Specific tools were designed for the codesign session,
reinterpreting conventional service design tools. For supporting the
investigation of the people potentially affected by the challenge an adapted
version of the “personas” was created: a profile characterised by the city
where she lives, the community around, her job, the composition of the
family and more. The tool was thought to direct the attention on the context
around that person, which is essential when working on scenarios.
Brainwriting. This was a special kind of brainstorming, more focused
and reflective than usual. A booklet was designed for being passed from
hand to hand in the group. Each designer had to write – or draw - an idea,
or a detail of it, getting inspired by the ideas already written by the others.
In this way, each idea was empowered and enriched several time,
pushing people to consider the ideas of the others and build upon them.
Actors Map: a tool to understand the stakeholders involved in a scenario
and their level of involvement. It helps codifying the level of involvement
with concentric circles, where the closeness to the centre corresponds to
higher levels of involvement. The final configuration of the map gave the
general overview of the system of relations and displayed the level of
complexity.
Final output: The final output of this session was a set of research
questions and directions that were added to the initial research scenarios.
They were put on a paper ladder to prioritise them.
Within each group, the results of the work of the 2 subgroups were not
very different, despite the different amount of information the got in the
beginning. Yet, in most of the cases, the 2 outputs were complementary
answers to a same question.
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Fig. 2.8 - CIMULACT Codesign Workshop / Lab Immagine POLIMI
81
Fig. 2.9 - CIMULACT Codesign Workshop / POLIMI DESIS Lab
82
2.1.6 CIMULACT Caravan Process
By François Jégou and Christophe Gouache
83
support services; WALLONIE DESIGN Promotion design centre of the
Wallonia region).
84
Double Diamond stage: Convergent - deliver. Within the CIMULACT
enrichment process, the Caravan was clearly aiming at encouraging
convergence on the research programme scenarios discussed. The
sedimentation of contributions from the stakeholders visited by the Caravan
has a character of “additive convergence”: the convergence was not
understood as simple synthesis, but as an “enriched” or additive synthesis
where contributors are bouncing on each other, adding elements and not
only keeping what is common to all of them.
Duration: The Caravan travelled for one entire week across Belgium,
with an average of 2 stops per day. In each of these stops the workshop
session duration was 2 hours with about 20 minutes of installation and
packing of the workshop. It is to be noted that these 2 moments before and
after the real interaction session were important to set the scene between
participants and as a checkout process.
85
Involving stakeholders in the recruitment…
The CIMULACT caravan programme aimed at visiting a diversity of
places at stake with the research programmes financed by the European
Commission. In each place, the local organiser of the meeting had the task
of inviting colleagues, partners that would be relevant to the European
research programme scenarios. The CIMULACT caravan team controlled
the panel of visited institutions and the balance of invited participants to
ensure relevance. In parallel a degree of freedom was left to local hosts to
invite the participants they think would best contribute to the process and
comply with the project’s selection criteria.
Communication material (CIMULACT brochure; sample of scenarios to
be enriched; etc.) was distributed to each local organiser to involve
colleagues and external collaborators. In particular, a presentation of the
Caravan approach was made to show advantages of hosting it from the
users point of view and how participating could benefit them (i.e. hosting a
creative workshop and experiencing new interaction tools; engaging
colleagues and partners into a European participative process; involving
hosts' stakeholders reluctant to bottom-up policy making, etc.).
86
The cards were printed with the logos of the hosting institutions to clearly
track who said what and remained pinned on the panels along the whole
caravan process so that, at each new stop, participants could see what was
done before (except for the first stop where there is no enrichment yet).
Participants started with a research scenario at their choice. Then they
rotated twice and enriched the 2 other research scenarios. This sequence of
collective conversations led to the enrichment of the research scenarios by
the group. They have been, in the end, reviewed several times and traces of
the enrichments were kept visible all along the process.
87
Being “in context” is, also, a good way to connect the interaction with
the stakeholders' habits and motivations. This takes better into account the
stakeholders' corporate spirit and their diversities, rather than flatting
differences by putting everybody in the same room. It results in an
interaction with the institution as a whole rather than with one person that
is supposed to represent it.
The disadvantage and risk are that people may be interrupted by other
work matters, colleagues passing by, phone ringing in the office, etc.
Particular attention should be paid to secure the dedication of the hosting
participants to the full session in order to avoid this kind of disruptions.
An inclusive process
The Caravan method “touched” diverse groups of participants ranging
from policymakers (city or regional levels) to researchers (universities) to
wider stakeholders (public institutions like Art & Design schools, NGOs,
etc.). The Caravan visited each group once in order to provide everyone
with the same opportunity to contribute. It stopped in 8 places visiting the 3
regions: Flanders with the City of Ghent, Wallonia with the City of Liege,
and finally the Brussels Capital Region.
During each visit, the criteria on who to include in the sessions were
discussed with the host to ensure that the research requirement of diversity
would be met, although some freedom was also left to the host
organisations. Alongside the official spokespeople, they were encouraged
to invite “unusual suspects”, not often heard (different hierarchical levels,
different departments, internal staff and external interlocutors, etc.). This
ensures a more robust representativeness of the sample.
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Seeking for more equity in the deliberation
Institutions were visited once by the Caravan and the exact same
process was followed in all cases. At each stop, a presentation of the whole
CIMULACT process and of the specific Caravan process was given in to
all participants to ensure everyone had an equivalent understanding.
Facilitators also outlined some of the contributions from previous stops to
guarantee a certain level of familiarisation of the information.
Stopping the caravan at the premises of an organisation was a way to
counter the risk that in large workshops a few participants take over the
conversation. In local stops everyone has their own turn to enrich the
research scenarios, and it avoids someone confiscating the conversation.
89
Fig. 2.10 - CIMULACT Caravan Process / SDS
90
Fig. 2.11 – CIMULACT Caravan Process / SDS
91
2.1.7 CIMULACT Online Consultation
Aim: The goal of this session was to obtain feedback on the scenarios
in terms of criticisms, validation and prioritization by as many people as
possible around Europe.
92
However, the input for the workshop were already defined and detailed
concepts, about which participants were asked to agree or not and give a
relevance ranking.
93
• (2) For each social need, the platform displayed 8 related research
programmes and their respective research questions. Respondents
were asked to read the research programmes and then to choose up to
2 most relevant research questions for the research programme.
Respondents could choose among the questions proposed or add new
ones if they preferred.
• (3) Then, users were asked to rate the research programmes on a
scale from 1 to 5, according to how relevant they considered them
for society. Combined all the evaluations produced the final ranking
of the research programmes. The research questions that were added
by respondents represented the final enrichment of the contents.
Despite the attempt to make the process and the content as simple as
possible, the result was perceived as too complex, long and challenging for
an online survey, especially when addressed to the general public. In fact,
the academic community had the most positive reaction to the
questionnaire.
94
Fig. 2.12 – CIMULACT Online Consultation
95
Fig. 2.13 – CIMULACT Online Consultation
96
Bibliographical References
97
2.2 Creative Citizens
1
“Creative Citizens” was part of the participatory action research conducted by the
author Daniela Selloni in the XXVII Cycle of the Doctoral Programme in Design within the
Department of Design of Politecnico di Milano. The research was funded by “Borsa Fondo
Giovani” of the Lombardy region.
Many of the notions presented in this chapter build upon her PhD research and, above
all, on her more recent book “Codesign For Public-Interest Services” published by Springer
International in 2017 within the Research for Development Series.
98
2.2.1 Creative Citizens at a Glance
99
community centred design approach (Meroni, 2008). The result was the
creation of a small community of people ready to participate in a more
intensive programme: a series of creative sessions in which everyone was
able to become a designer, at least for a few months, while having fun.
In addition to food, which was the first emerging topic, other 3 themes
appeared as relevant: sharing networks, administrative advice and cultural
activities, all of which were connected to simple daily tasks and to existing
services and places, such as time banks, purchasing groups, local shops,
markets and fairs.
For instance, the topic connected to the sharing of skills and objects
emerged thanks to the involvement of the Cuccagna Time Bank, which had
already tried to develop a “task-sharing system” within the neighbourhood.
The topic of culture was felt to be essential in an area that suffered from
a lack of cultural offering (the renovation of Cascina Cuccagna was one
attempt to revitalise local cultural life). Besides this, Municipio 4 is outside
the traditional tourist routes in Milan, therefore, the residents wanted to
work on innovative tourism proposals. In this perspective, within the
Creative Citizens, the topic of culture was intended as a trigger for zero-
mile tourism.
Moreover, the inclusion of administrative advice to deal with
bureaucracy as one of the main topics was due to the fact that, in Italy, it is
perceived as one of the most pressing issues in people’s daily lives. The
possibility of using codesign to provide improvements in this field was
therefore viewed as very promising.
The 4 service areas were organized into 4 thematic cycles, each of them
consisting of 3 meetings, which can be seen as the 3 stages of a progressive
path. Summarising, we can identify 3 types of codesign sessions:
100
• A prototyping session: with the objective to move from an ideal
service to a real one, identifying the resources to involve in its
development and inviting strategic players already active in the
neighbourhood. This prototyping session made use of physical
mock-ups to represent services suitable for the area.
101
Results: “Citizens Help Desk”: a service for orientation and assistance with
bureaucracy, in various domains: legal, fiscal and
architectural/building advice.
1.Warm-up Investigation of good practices from the cultural field, divided into
session 3 main clusters: zero mile tourism, public art, local initiatives.
102
The final result of Creative Citizens was a collection of 6 everyday
services codesigned with the active participation of local people. Each
service is now at a different stage of development, depending on the
opportunities found in the neighbourhood and in the network of institutions
and stakeholders. Besides these results and after 5 years, it is important to
highlight that Creative Citizens was a pioneer codesign activity that left to
the city a legacy in terms of process and experience, which inspired
subsequent experimentations and policies.
103
people were “thematic participants”, interested in specific issues and not in
the whole experience.
104
• presentation of case studies (1);
• voting session to highlight strengths and weaknesses (2);
• selection and clustering of the most interesting characteristics
emerged from the cases (3).
105
Boundary objects - tools and prototypes: The most important
boundary object used in the warm-up sessions was a collection of “good
practices boards”: when entering the room people were impressed by the
massive presence of these coloured boards populating the walls.
The effect was like entering a “room of new possibilities”, an
experimental space in which new things were imaginable. They helped to
begin the conversation between participants, by triggering and revealing
unexpected ways of doing things.
The “good practices boards” were used to show and explain a selection
of national and international case studies by adopting the same template,
that is a poster - identity card. Each board provided a brief description of
the case with: title, short definition, key-question (the reason-why for using
the service), offering (what is the proposition), how it works (how to use
the service), strength (what is the most interesting and promising feature),
technology, benefits (what are the advantages for the user), promoter (who
is promoting and managing the service).
“Evaluation notes” were provided to the participants to facilitate the
conversation: a set of stickers for like/ dislike, to be stuck on the case
studies boards in order to rate their interest.
The “polarity map” served to support the discussion on the good
practices: a graphs showing the intersection of two axes (one about
problems – opportunities, the other about needs – wishes) generating 4
different areas to be commented by the citizens. This tool was useful to
support the final part of the session and to prepare the following meeting.
106
Fig 2.14 – Creative Citizens Warm-up Session / POLIMI DESIS Lab
107
Fig. 2.15 – Creative Citizens Warm-up Session / POLIMI DESIS Lab
108
2.2.3 Creative Citizens Generative Session
109
generation, bringing field-related knowledge and service design expertise,
as distinctive elements of the “design culture” (Manzini, 2016).
110
For example, in the session dedicated to the re-design of the Cuccagna
Time Bank, the designers proposed the concept of the “Augmented Time
Bank”. The steps of the service were defined through a user journey map; a
specific focus was put on the technologies and digital tools that could have
facilitated the exchange between the user and the creation of a reputation
system. After having focused on the exchange of intangible assets, the
group looked at the exchange of the tangible ones, shifting from sharing
skills to sharing products. Therefore the concept of a “Object Library” was
created: a physical and digital space for the exchange of goods in the
neighbourhood. A map visualising the “shelves” of a library, showing
different types of transactions (borrowing, gifting, lending, selling, etc.)
and the frequency of usage of products, helped to design the service in the
details. The shelves were in fact filled with coloured stickers representing
the different categories of products that participants were free to move.
This map was a conceptual prototype of the service.
Another generative session was dedicated to the legal and administrative
services: it was different from the others because it did not start by
proposing an initial concept, but with the story of Rossella, the lawyer
running a legal help-desk in the Cascina Cuccagna. She presented the
existing service, with an analysis of the problems encountered in the
activity. Then, through a user journey map, participants started to propose
transformations of the service. Finally, the service of the help-desk was
turned into the idea of a “services centre” for administrative orientation and
bureaucracy “first-aid”, covering legal, fiscal and technical advice in many
fields: the “Citizens Help Desk.”
111
restaurants, shops, farmers markets and bars). This paper-cut prototype,
with fake screen-shots, helped to codesign the pages of the imaginary
website (the landing page, the main menu, the specific pages of each
content area). Every screenshot was discussed using a set of question-cards
to stimulate the critical thinking of the citizens.
User journey maps and other types of maps were instead used to design
the service activities and identify related touchpoints. For example, a user
journey map allowed re-designing the local time-bank, representing all
stages of the interaction, from registration to final transaction. This map
was presented as an “empty layout” to be filled in during the codesign
session.
Another tool often used in the sessions was the set of service resources,
a collection of elements/modules to be used to build a new service. This is
the case of the stickers used for the Object Library, representing the most
frequently used objects.
Finally, help cards were sometimes adopted to facilitate the knowledge
sharing and debate about difficult topics.
112
Fig. 2.16 – Creative Citizens Generative Session / POLIMI DESIS Lab
113
Fig. 2.17 – Creative Citizens Generative Session / POLIMI DESIS Lab
114
2.2.4 Creative Citizens Prototyping Session
115
supervising the activities but also providing insights, opinions and
connections among the actors involved.
116
The second step was using an actor map to identify potential
contributors and to envision possible forms of “service governance”,
assigning roles and rules to the actors. This map was complemented with a
map of the neighbourhood with highlighted local assets to exploit, such as
vacant spaces, local shops, receptions of condominium, etc. This simple
exercise facilitated thinking how services could have been implemented in
the neighbourhood, outlining a network of resources available for the
activities, in a logic of economies of scope (Panzar and Willing, 1981).
Part of the sessions was dedicated to the development of the service
touchpoints and select those to prototype. For example, to prototype
Facecook, a simple website was designed using existing components, such
as Google docs, Google Maps and Facebook groups. Tangible elements
were also considered, like info-boards for sharing food, advice, recipes and
news of local events.
In some cases, the service concept evolved also in the prototyping
sessions: for example, Facecook was finally elaborated as a “quality mark”
for the neighbourhood’s retailers and restaurants created by the inhabitants.
At the end of each prototyping sessions, the ideas of the possible
contribution of each actor and of the resources available in the
neighbourhood were much clearer.
117
Finally, the Actors map was used to identify possible players and their
specific contribution: printed on a big-size format, they were hanged on the
walls, with blank areas to be completed by the participants.
118
Fig. 2.18 – Creative Citizens Prototyping Session / POLIMI DESIS Lab
119
Fig. 2.19 – Creative Citizens Prototyping Session / POLIMI DESIS Lab
120
Bibliographical References
Manzini, E. (2016), “Design Culture and Dialogic Design”, Design Issues, Vol. 32,
1: 52-59.
Meroni, A. (2008), “Strategic Design: Where Are We Wow? Reflection Around
the Foundations of a Recent Discipline”, Strategic Design Research Journal,
Vol. 1, 1:31-38.
Panzar, C.J. and Willig, D.R. (1981). “The economies of scope”, The American
Economic Review, (71) 2, 268-272.
Selloni, D. (2017), CoDesign for Public Interest Services, Springer International
Publishing
Star, S.L. (1989), “The Structure of Ill-Structured Solutions: Boundary Objects and
Heterogeneous Distributed Problem Solving”, in Gasser, L. and Huhns, M.
(eds.). Distributed Artificial Intelligence, Vol. 2. San Francisco Cal: Morgan
Kaufman, 37-54.
121
2.3 Feeding Milan – Nutrire Milano
122
2.3.1 Feeding Milan at a Glance
123
twice a month and includes didactic workshops, taste laboratories,
street kitchens and convivial tables enabling visitors to stay and eat.
• The Farmer’s Food Box. A weekly delivery of local vegetables and
fruit. The service was thought to delivery an assortment of
vegetables, fruit and other products to the users at convenient
collection points (neighbourhood shops, bars, cultural centres,
schools, offices and other transit points for users). The project
stopped after the field prototype, mainly because of difficulties with
the logistics and this pointed out the importance of creating a local
logistic system to support this one and many other activities.
• The Local Bread Chain. A fully local production of bread, from the
grain to the final product. Commercialised at a fixed price, it is still
produced and distributed by different bread-makers across the
Milanese area.
• The Collaborative Supermarket: A supermarket based on a co-
operative principle to distribute high quality, fresh, local produce at
good prices, thanks to the work carried out by customers/members. It
was developed as a feasibility study.
• The Local Distribution System. A platform aiming to answer the
urgent and unmet demand for an alternative local food logistics,
connecting producers with restaurants and groceries. After several
scenarios and micro-experimentations involving also citizens and
users, the study has generated a start-up company that integrates the
assets of different stakeholders and creates synergies with the
market.
• Zero-mile tourism. A set of farms’ services offering hospitality and
accommodation to urban tourists. A series of concepts has been
designed and prototyped with the support of the students of the
School of Design of Politecnico di Milano, which have inspired
autonomous initiatives of the farmers. Additionally, in the following
years, the Agricultural Park South have been more and more
perceived as a leisure place and, consequently, other initiatives were
started in this direction.
124
Feeding Milan left a valuable legacy both in terms of experience and of
actual outcomes. In fact, beyond the direct outputs of the project, it can be
reported that, after it, a number of likewise initiatives started across the city
and the sensitivity of the population for local and sustainable food seemed
to be increased. Surely, this went together with the effect of Expo 2015, but
we deem it was amplified by the project, especially for the progressive shift
of some farmers towards more sustainable ways of producing and
delivering, which are now at the basis of a new territorial ecology. Because
of the very nature of the project, a formal conclusion it is difficult to define
since it can be seen as «the start-up of a systemic process, rather than the
designing of a desirable state. (...). It, therefore, conforms to the
characteristic of working on a process rather than a product and
consequently opens the difficult question of planning an exit strategy for
the initiative» (Manzini and Meroni, 2013, p. 243).
Feeding Milano adopted, in fact, a totally immersive and participatory
approach with a full and continuous presence of designers in the large
community of producers, associations, institutions and citizens. The
designer role, according to what we define community centred design,
consisted in steering and stimulating this community by organising
multiple opportunities of conversation around the scenario of a local
foodshed, activating initiatives and providing methodological support to
prototype them.
125
Market, the farmers’ market organised within the framework of the project.
At the time of the activity, the pilot of the market was running since a few
months, taking place once a month.
The activity was conducted in 2 sessions: 41 farmers participated in the
first session consisting in an online survey, while around 40 farmers
participated in the interviews that were conducted at the Farmers’ Market
in October 2010.
The participation to the online survey that was facilitated by person-to-
person interaction, since the farmers were personally invited to participate
into the survey via personal contact at the market, via email and even via
postal mail, being the same template be sent also in paper. The response
rate was 39%.
The second session, in presence, involved almost all the producers
participating in the market of October.
126
discussing during informal peer-to-peer meetings; 3) what specific
initiatives they would have been keen to activate through a collaboration
with other producers.
Environmental set up: The first survey was delivered online, while the
interviews were conducted in the farmers’ market of Milan.
Duration: The online survey was available for a month, from end of
August to end of September 2010. The interviews took 10-15 minutes each
and were done during a Saturday morning, when around 45 farmers were
together in the market.
127
of the topic, and blank fields for free comments or inputs from the
participants.
128
Fig 2.20 – Collaborative Farmers / POLIMI DESIS Lab
129
Fig. 2.21 – Collaborative Farmers / POLIMI DESIS Lab
130
2.3.3 Codesigning the Farmer’s Food Box
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actual constraints were several so that options were more thought to
investigate the reaction of the possible users than to suggest real
alternatives.
Environmental set up: Both the codesign activities took place at the
“idea sharing stall”, the farmers’ market open-air stall, dedicated to
codesigning with the visitors. The market was located in a public park
named largo Marinai d’Italia, in the Municipio 4 of Milan. The
environmental set up was a gazebo and a table equipped with boundary
objects and communication materials related the project Feeding Milan.
The stall was like all the other market’s stalls, where farmers sell food. Yet,
it was set in a dedicated corner in the centre of the market and signposted
with a “warning” sign designed to attract people (this sign was similar to a
stop road sign, displaying the icon of two people talking, and thus, it
conveyed the message “please stop and share ideas with us”). Both
participants and researchers were supposed to stay standing.
Being close to the “convivial tables” where visitors could settle down
and just chat or eat the food of the market, it was in a good position to
attract and facilitate the involvement of the people.
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morning, when the stall started to be crowded, the “line-waiter” effect
helped to attract people by curiosity.
Participants, then, were told the concept of the food box and requested
to fill in the questionnaire with the support of the facilitator or alone. At the
end of the interaction, the facilitator recapped on the paper the choices
expressed by the user, summing up the full service journey. The use of one
paper per participant simplified the collection of the answers.
For the second codesign session, small changes have been introduced in
the paper questionnaire, to better support the flow of the explanation and
the interaction with the participants.
The output of the two days was an organised set of feedbacks to the
concept of the farmer’s food box.
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allowed the user to withdraw the food box all day long, till evening. These
design decisions informing the field-prototype were partially in contrast
with the feedbacks of the codesign participants: the reason was the need of
interpreting their desires while coping with cost and time constraints. The
prototype, in the end, did not go smoothly in all aspects: for instance, some
testers complained about the fact that the fresh vegetables were not
adequately preserved by the neighbourhood points; or about the relative
few product diversification, due to the local scale; or about the few
flexibility to change/delete the order last minute. This denotes that, in the
questionnaire, not all issues were properly explored with the possible users,
since it was underestimated the “behavioural cost” of introducing a new
routine, despite the interest for the “product”.
The service was then prototyped in real scale from June to October
2011, involving 3 farmers, 5 points of delivery in the city of Milan and
about 100 consumers. A second test was then run with improvements in
spring 2012.
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Fig. 2.22 - Farmer’s Food Box / POLIMI DESIS Lab
135
Fig. 2.23 - Codesigning the Farmer’s Food Box / POLIMI DESIS Lab
136
2.3.4 Codesigning a Local Distribution System
Aim: The first aim was to familiarise with the idea of Local
Distribution System, an experimental system of food distribution based on
original combinations of professional activities and citizen collaboration at
a local scale. The second aim was to choose among a range of service
concepts within this experimental system and to enrich them by adding
details and preferences from potential users.
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Environmental set-up: This codesign activity took place at the “idea
sharing stall”, the Farmers’ Market open-air stall dedicated to codesigning
with the visitors. The market was located in a public park named largo
Marinai di Italia, in the Municipio 4 of Milan. As for the previous example
(cfr. 2.3.3) the environmental set up was a gazebo and a table equipped
with boundary objects and communication materials related the project
Feeding Milan.
Each 4-step interaction took about 5-10 minutes with each participant: 3
designers worked in parallel using the same design artefacts, trying to carry
out as more interactions as possible.
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• Shopping Agent: a citizen going from house to house (or store to
store) with a catalogue of products from the Agricultural Park
South.
• Farmers’ Food Box: a weekly delivery service for local vegetables
aiming to provide the food produced in the Agricultural Park South
to the city of Milan. The box was delivered to users at a collection
point. This was the same concept previously described (cfr. 2.3.3).
• Collaborative Supermarket: a supermarket run through the
costumers’ collaboration, aiming to distribute high quality, fresh,
local products at good value prices, thanks to the work carried out
by costumers-members.
• Gift-box: a package with different high-value products of the
Agricultural Park South (sausage, meat, cheese, etc.) for a monthly
delivery.
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This boundary object had multiple aims: it was used to attract people
and start a conversation, but at the same time, it worked out as a table-game
to simulate the interactions at the local scale and explain the system.
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Fig. 2.24 - Local Distribution System / POLIMI DESIS Lab
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Fig. 2.25 - Local Distribution System / POLIMI DESIS Lab
142
Bibliographical References
143
2.4 SPREAD – Sustainable Lifestyles 2050
1
SPREAD - Social Platform Identifying Research and Policy Needs for Sustainable
Lifestyles in Europe 2050. Funded by EU - FP7 Program, Grant Agreement 263962, 2011-
2012. Project coordinator: Collaborating Centre on Sustainable Consumption and
Production (CSCP), Germany. Consortium partners: Energy research Centre of the
Netherlands (ECN), The Netherlands; Demos Helsinki (Demos), Finland; Politecnico di
Milano (Polimi), Italy; EuroHealthNet, Belgium; The International Institute for Industrial
Environmental Economics at Lund University (ULUND), Sweden; Regional Environmental
Center for CEE countries (REC), Hungary; Ecoinstitut Barcelona (ECOI), Spain; The
Northern Alliance for Sustainability (ANPED), Belgium; Ashoka, France.
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2.4.1 SPREAD at a Glance
The whole project approach and process may fall within the scope of
this book, but considering the responsibilities and involvement of the
authors, we describe in particular the “Vision Workshop”, held in
September 2011 at Politecnico di Milano, with the purpose of generating
the visions that would have been at the basis of the future scenarios
(Corubolo et al., 2011).
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2.4.2 SPREAD Vision Workshop
Style of guidance: Steering. The workshop was organised with the idea
of stimulating the participant capacity to envision possibilities beyond the
existing way of doing things, so to challenge today behaviours and
conventions. For doing this, the role of the designer was crucial in
illustrating and discussing with them the different options pre-elaborated by
the POLIMI DESIS Lab in forms of provoking “idea cards”, to stimulate
the imagination and activate the critical thinking.
146
the aim of envisioning cross-cutting solutions for the everyday life in the
future. Nevertheless, the nature of the boundary objects utilised in the
workshop was slightly hybrid, in-between case studies and seeds of
concepts/ideas about the future, synthesised in the so-called “idea cards”.
Yet, the number of inputs provided to the participants through the cards
was so high and diversified that they were intended more as inspirational
icebreakers, than actual orientations.
Environmental set up: The workshop was held in a large room with
natural light, organised in 4 “islands” each one with a big table, chairs and
a big board to hang materials. More than one time during the workshop,
participants were free to move around the islands to see and discuss the
progress of the work. In the initial and final parts of the workshop, plenary
moments were organised to share inputs, guidelines and results. A desk and
a projector were available in the room for sharing visual material and
guiding the activities to be carried out in parallel by the groups.
147
Day one: participants were split into 4 groups corresponding to the 4
main European regions (Central Europe, Mediterranean Europe, Northern
Europe and Eastern Europe). The work was concentrated on the “WHAT
and WHY” of the visions. Their input tasks included:
• discussion and comment on the ideas cards from the perspective of
the different domains of activities, and different personal expertise;
• selection of the ideas that best fit the respective regions of Europe,
according to the different geo-cultural situations;
• co-creation of additional emerging practice ideas;
• combination of the cards/ideas into a consistent whole and
development into vision story-lines cross-cutting the 4 domains. In
doing so, the cards wet pinned on the posters;
• articulation of a narrative to describe the everyday lives of the
people who would inhabit the so generated visions.
• plenary sharing of the results.
The output of the second day was a realistic initial evaluation of the
visions for 2050.
148
drivers and gatekeepers. Additionally, they were provided, for consultation,
with the full booklet of the case studies of promising practices toward
sustainability, from across Europe.
Idea cards: the deck of 52 ideas cards, organised in 4 different domains
(consuming, living, moving, health & society), was designed to provide
ideas on how current sustainable living options might evolve into the
future. Contents of the cards were the projections into the future of the
most original concepts of sustainable living practices identified in Europe.
Envisioning what more sustainable living might look like, they acted as
provocative (seed of) ideas, supporting an expert socio-technical
conversation about the future. The cards were generated through a creative
process: first, a number of different social and technological innovations
and practices were clustered, and then their evolution into the future was
hypothesised. “Blank” cards were provided in order for the experts to
create them, on the basis of the own knowledge. Cards were being read,
commented (a blank part was left in each card), sorted, manipulated and
selected by the participants for creating an initial group vision on the
future, composed by different “seeds”.
Poster: the poster was a canvas to be populated with cards, other paper
notes, drawings, schemes and annotations of the participants. It was
organised in 4 main areas to be used in the two days: 1) a big space for
pinning the idea cards selected by the participants and elaborate them into a
vision; 2) a side part to specify, through a narrative, possible solutions for
the everyday life; 3) a bottom part pre-organised as a space to create two
storyboards of future lifestyles; 4) a final part, for the second day, to be
populated with the paper notes on barriers, drivers and gatekeepers, filled
in by the participant to assess and comment the visions.
Paper notes: paper notes highlighting the different domains of activities
were provided for helping the creation of the vision the first day, and with
barriers, drivers and gatekeepers to assess the visions the second day. They
both were intended to frame the debate whilst being a place to capture the
participants’ thoughts.
At the end of the workshop, posters were complete, so providing a
comprehensive picture of the visions.
As a whole, the set of codesign artefacts configured an articulated
boundary object, composed of the different interlinked tools used to
stimulate creativity.
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lifestyles, they were annotated with the relevant drivers, barriers and
gatekeepers. The material was post-produced with the help of the
coordinators of the tables. Each vision was articulated with 1) a general
description highlighting its distinctive features, 2) a visualisation, 3) a
specific narrative with a day-in-the-life of a persona, 4) the set of idea cards
that inspired it. Finally, designers created also short animations
summarising the visions, for more effective communication.
150
Fig. 2.26 – SPREAD Vision Workshop / POLIMI DESIS Lab
151
Fig. 2.27 – SPREAD Vision Workshop / POLIMI DESIS Lab
152
Bibliographical References
Corubolo, M., Jégou, F., Meroni, A., Piredda, F. and Zhang, Z. (2011), Visual
material presenting emerging best practices and emerging visions on
sustainable lifestyles. The emerging visions. Part 2, SPREAD project’s
deliverable 3.1. on line resource available at: www.sustainable-lifestyles.eu,
accessed on 01/03/2018.
Hicks, C., Groezinger, R. and Thorne, S. (2012), European Lifestyles. The Future
Issue. SPRRAD Sustainable Lifestyles 2050, SPREAD project’s report, on line
resource, available at: www.sustainable-lifestyles.eu, accessed on 04/03/2018.
Manzini, E. and Jégou, F. (2004), “Design degli scenari”, in Bertola, P. and
Manzini, E. (edited by), Design Multiverso. Appunti di fenomenologia del
design, Edizioni Polidesign, Milano, pp. 177-195.
153
PART 3: Designing Codesign
This third part presents the lessons learnt from the case studies and
provides a more extensive reflection on the Collaborative Design
Framework.
Firstly, it attempts to organise the lessons learnt in 3 main clusters:
process, experience and boundary objects. For each cluster, a set of specific
focuses is outlined relating to key-issues, such as “engagement and
recruitment”, “intensity and fun”, “relationships with participants”, “roles
and rules”, “room for improvisation” and many others. Though this list is
not to be considered complete, it aims to bring valuable insights to those
designers who deal with similar projects.
Secondly, the Collaborative Design Framework is detailed by
characterising the activities of the 4 resulting quadrants: “discovering and
exploring options”, “imagining options beyond the world as it is”,
“expanding and consolidating options”, and “creating, envisioning and
developing options”. Each area is complemented with a set of
recommendations, transforming the framework into actionable guidelines
for undertaking massive codesign processes, hoping they become a new
standard especially in the areas of public participation and social
innovation.
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3.1 What Collaboration Teaches: Quick Lessons
Learnt from Practice
Examples:
CIMULACT: Especially during the first codesign activity, we relied on
our established network to recruit citizens. This probably affected the
results, as they were conceived by people who shared very similar interests,
political visions and values. Since the group was intended to represent the
wishes and concerns for the future of an entire nation, we believe that we
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did not obtain the most credible picture of the thoughts of the Italian
people.
Creative Citizens: the participants were highly-committed residents of
Municipio 4. We may claim that this experiment involved an actual
community of activists and, as a consequence, this also affected the results,
which were highly collaborative services, conceived by people who
considered collaboration as an essential component of their lives.
The project did not deal with the great challenge of including people
who tend to be reluctant to participate: this was an intentional decision by
the researchers who could not afford a long and demanding recruitment
process, and, above all, because they decided to experiment their codesign
methods and tools within the protected environment of an active
community.
Feeding Milan: participants in the “idea sharing stall” were visitors to
the farmers’ market. Despite the novelty and appeal of the place, the
population was unquestionably segmented: likeminded people with a
preference or at least a special attention for quality and for fair food
systems. This affected the codesign results and made it difficult to
understand how to attract people with different priorities.
Examples:
CIMULACT: Almost every codesign activity within the project started
with a warm-up stage. During the initial consultation with the citizens we
asked them to think about the past and try to figure out what their parents’
156
or grandparents’ concerns for the future could have been. This was an
essential step for them to break the ice within the group and “train” their
minds to shift the focus from the present in preparation for the following
activity. Another warm-up example occurred during the “Co-creation
workshop”. On that occasion, we organised an exhibition showing posters
on social needs and asked participants to visit the exhibition before the
group work activities.
That proved successful not only in familiarising them with the contents
of the workshop, but also allowed the citizens to choose the group they
wanted to join.
Creative Citizens: the codesign activities carried out during the project
resulted in 6 boundary objects representing the 6 final services, together
with 6 posters summarising the main related features. Posters and boundary
objects were both used during a sort of “closing ceremony” for the entire
experiment: a special moment to exhibit the results of the project both to
the Municipality of Milan and to an extended group of local residents. This
final event was a combination of a public presentation and an exhibition,
and for the participants it represented a “golden moment” as they were
given the opportunity to show off and share their work to their “natural
recipients” i.e., a group of representatives from the local government.
Feeding Milan: in this project we did not actually plan the end.
Gradually, visitors to the farmers’ market became familiar with the “idea
sharing stall” and expected to interact, and this occurred above all during
the first part of the project. Then we started to reduce our presence at the
Earth Market, which became very sporadic, without properly
communicating our “disappearance” to the visitors. The main reason was
that the project was nearing the end, and we did not need to experiment
anymore, but in hindsight while we knew this others were not who were
expecting to interact with the “idea sharing stall”. We neglected to organise
an actual “closing event” in which to invite visitors and stakeholders and
communicate the results.
SPREAD: the work done during the “vision workshop” was supported
by tools and evidence that was eventually advertised on an all-inclusive
poster. This helped not only to collect the relevant material, but also to
inform participants about the progress of the work and the fact that a result
was achieved at the end.
Flow of Activities
Some codesign processes are not limited to a divergent or convergent
phase of thinking, but actually combine them. This may result in a loss of
knowledge and inputs, not only due to the difficulty in gathering them, but
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also to the method of selection. In our experience, for instance, converging
toward consensus through negotiation in a dialectic approach is not always
the best way to proceed and may lead to oversimplification and abstraction.
We claim that, in order to not lose ideas with distinctive features and
unique meaning, asking participants to vote rather than converge could be
beneficiary for the quality of the outputs.
Moreover, in the divergent phases, challenging and provoking the
participants with unusual viewpoints, thoughts-associations or creative
practices may result in a “wow effect” that is extremely positive for
creativity.
Examples:
CIMULACT: this process continuously alternated the collection of
information and the clustering of common partners, through a process of
abstraction. This implied a natural loss of details that, somehow, reduced
the breadth of the results.
In the same way, when working in groups towards a common result, the
members always needed to reach consensus. Hence it was always a matter
of choosing one of the options proposed by the members or trying to match
them in a unique vision. In this latter case, we often experienced a loss of
originality.
One example above all is represented by the difference between the
individual stories and the collective visions of the future proposed during
the first CIMULACT consultation. All project partners agreed that the
individual stories were much more interesting and detailed than the visions
which often resulted in a “patchwork” of different ideas with no strong
concept at the base.
Creative Citizens: during the entire project divergent and convergent
phases alternated - also within a single session in which we needed at times
to accelerate the shift from a moment of exploration to a more effective
moment of synthesis. Such change was in some cases improvised in order
to deal with the emergence of a never-ending discussion on case studies
and, thus, to shorten the discovery phase. This was left to the designers
who were also the final evaluators of the ideas that emerged during the
sessions. In fact, even if participants expressed their opinions and
preferences on case studies and related service features, designers re-
elaborated all these elements into a service concept, giving a final “shape”
that should have been relevant for the participants, but, above all, built
upon their sensibility and the expertise of design professionals. This design
intervention, in a truly “steering” style of guidance, ensured effective
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results, but it left open the issue of how to better balance high consensus vs
output quality.
Examples:
CIMULACT: During the “Co-creation Workshop”, in which we
elaborated scenarios for the future, it was crucial to understand the
differences between the present situation (“state of the art”) and the one
envisioned (“future direction”). Merely by identifying these differences the
group found the research directions that could lead to the realisation of the
scenario.
Creative Citizens: the “what” and the “how” of future solutions were
extensively considered in Creative Citizens, because every service was
conceived as being rooted in the reality of Municipio 4. Hence, during the
ideation phase, each citizen was led to imagine the ideas as if already in
function in the neighbourhood and integrated in his/her daily life,
considering time constraints, habits and effort-benefits ratio. We may claim
that the focus on the “what” and the “how” of each service was one of the
most positive aspects of the Creative Citizens project, in which the
codesign process was conceived as a precondition for the coproduction of
resulting solutions.
Feeding Milan: in codesigning the farmer’s food box we underestimated
the deep study of the motivation behind people actually adopting the
service and becoming users. The idea of a weekly delivery of fresh and
local food, in fact, was generally appreciated, but the following field
prototype showed that actual adoption thereof still proved difficult,
implying as it did an “engagement” with food in terms of regularity of
consumption, preparation and general constraints that, for many testers,
were too limiting.
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Artificial Intelligence and Digital Aid
By their very nature, massive codesign processes produce a huge
amount of information and qualitative data, as input and output. The
familiarisation and systematic use of software and systems that may help in
analysing contents, recognising relevant patterns, sorting and clustering
information in order to gain insights is no longer an option but rather a
need. While the use of online questionnaires is now de rigueur for many
designers, more sophisticated tools still need to be adopted. Nevertheless,
when it comes to data collection, the digital divide that may prevent many
people from participating should be carefully considered.
Examples:
CIMULACT: one of the biggest challenges of CIMULACT was dealing
with a massive quantity of information that needed to be elaborated each
and every time. We were always worried about losing important
information and not keeping track of everything in a proper way. We went
through all the data processing manually which required a huge amount of
time and carried with it a high risk of mistakes. We believe that devices
that are today used for dealing with “big data” could have been extremely
beneficial during the undertaking of the project.
Feeding Milan: the online survey used to investigate activities, relations
and interrelations between the farmers was useful in giving us an
understanding of the main picture and producing a first diagnosis of the
situation. Yet, considering that the respondents represented 39% of the total
(despite personal invitation, close contact and the opportunity to reply via
the post) we can conclude that online delivery created a barrier with the
target population (the farmers) mainly engaged with field work and in-
presence contact with clients and peers.
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Designer attention to graphic images, the environmental layout and
visual appeal of all the codesign artefacts is just as important as how
technically and semantically suitable they are for the circumstances.
Examples:
CIMULACT: we realized that the “Co-creation Workshop” was very
demanding. In terms of timing, in terms of contents, in terms of
collaboration among very different people. Even if we tried our best to
simplify the process, it still ended up being exhausting. Unfortunately, due
to the constraints of the project, we still cannot imagine how it could have
been better structured.
A very positive case, instead, is that of the “Codesign Workshop” which
struck the right balance between effort and relaxation and ultimately ended
up being both pleasant and productive at the same time. Moreover, all the
artefacts were well presented and thought out, meaning the process itself
was smooth even if the contents were complex and intellectual.
Creative Citizens: session by session, we realized that the Creative
Citizens programme was too demanding for participants and it was
impossible to have the same group of people attending each weekly
meeting. In hindsight, we would re-schedule sessions to twice-monthly to
ensure the participation of citizens requiring considerable advance warning.
We have therefore understood that it would be better to organise fewer
meetings involving more attendees rather than allowing the same group to
return each time. In fact, when the group of participants varies too much it
is difficult for everyone to embark on a progressive journey.
Another of the critical issues that arose during the codesign sessions was
the ability to balance the tone of the meetings. A climax emerges between
“codesigning” and “having fun”: on one hand we were very strict in
applying methods and tools, on the other we attempted to create pleasant,
fertile situations, shifting from an academic and scientific language to a
more popular one, and in general, trying to continuously adapt our
contribution to the meeting. We understood that it was very important to
interpret and manage the “mood” of the sessions: after all, participants
interpreted Creative Citizens as an opportunity to become “designers of
their daily life”, at least for a few months, while enjoying having fun at the
same time.
Feeding Milan: all codesign sessions at the “idea sharing stall” were
accurately designed in terms of evidence, spatial signs, artefacts and tools.
We aimed to create a sense of coordination so as to make the participants
feel like they were embarking on a quick but structured design journey.
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Relationship with Participants
One of the golden rules of any codesign practice is that of keeping the
participants updated on how the project is going in order to establish a fair
relationship based on reciprocity. When the codesign activities take place at
the beginning of the process and involve numerous participants, the
relationship needs to be carefully tended, for two main reasons: 1) to
motivate participants at the beginning of a long project, showing that their
contribution is valuable even if it is difficult to see the connection between
their input and the expected final result; 2) to keep the participants updated
during long processes, connecting their work with the ongoing progress of
the project.
Examples:
CIMULACT: What we constantly did throughout the project was update
all the people involved in the various stages.
For example, we translated the official project newsletter into everyday
jargon and regularly sent it to all the participants.
At the end of the consultations, we also organised a specific meeting
inviting all the stakeholders involved in the previous stages or interested in
the project, to officially demonstrate the results and also to receive
feedback.
Creative Citizens: the participants were informed about and aware of the
intense schedule of the process from the very beginning. As stated,
participants were highly committed people with great expectations of the
project: the main one was to develop actual working solutions for the
neighbourhood and to present them to the Municipality of Milan. The
relationship with the participants was carefully tended to, not only by
keeping them continuously updated with newsletters and meetings, but
above all by personally involving the design researchers who established
long-lasting friendships with the participants. This may be viewed as a
weak point: once the project ended, the further development of the
solutions and any other initiatives relating to Creative Citizens was
perceived as still in the hands of designers. We did not plan our exit
strategy at all and after such intense experimentation citizens continued to
refer to us for any issue, which is neither sustainable nor effective.
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in fact it can help in the balance of power, giving a voice to weaker
subjects, stepping into the shoes of others and representing all viewpoints
and expertise.
Furthermore, from an organisational perspective, this may also lighten
the facilitator’s duties, because the allocation of operative roles may help to
spread the responsibility of supporting interaction and drafting reports on
the work undertaken.
Finally, by attributing roles we are able to share ownership of a process
between other participants, users or stakeholders. By doing so, it facilitates
skill training and the transferral of design knowledge to non-designers.
Examples:
CIMULACT: during the “Co-creation Workshop” in particular, it was
crucial to assign precise roles to the participants. The groups were mixed
and included citizens, experts and researchers, all with various level of
knowledge and from different cultures and backgrounds.
We felt that we could have assigned more specific roles in order to
enhance collaboration. However, we ensured that all participants were
aware of the reasons behind the roles assigned to others. We even designed
different-colour badges so that people could be recognised in their roles.
On the other hand, the role of the table coordinator was extremely
demanding. He had to perform multiple tasks: providing contents,
moderating the discussion and often even keeping track of it. Too late we
realized that we could have officially appointed one coordinator per group,
specifically to keep track of the work.
Creative Citizens: during the codesign sessions all the participants were
given the same role and contributed in the same way: no operative roles
were specifically allocated as they were volunteers attending the meeting
and contributing their time and skills to the project. If we could repeat
Creative Citizens, we would more clearly assign a range of fictional roles
in order to better manage the services generated during the programme. In
fact, throughout the codesign process several citizens spontaneously
emerged taking on certain roles and we did not build upon this trend
enough. For example, Stefano could be the “location manager” of certain
types of public spaces; Massimo might be communications manager; Elisa
events producer; Daniela community manager, etc. In the future, we hope
to design a set of tools to envision possible roles for the implementation
phase: this is especially significant for innovative forms of services in
which is necessary to link the codesign phase with the co-production phase
in a more positive way, simulating a possible shared governance of the
services among user-participants.
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Feeding Milan: the role of facilitator in interactions with visitors to the
“idea sharing stall” at the market was sometimes undertaken by the Slow
Food team or other contributors and volunteers. This was the case in the
farmer’s food box codesign which was a very positive experience as it
showed how ownership of the project was actually shared.
SPREAD: on the second of the two days, the experts participating in the
vision workshop were asked to provide feedback on the four visions
created by the whole group considered from the viewpoint of their specific
expertise. This peer-to-peer work allowed them to regain their professional
specificity after having worked in multidisciplinary teams and proved
highly useful in obtaining objective and thoughtful comments that were
often directed at their previous work.
Examples:
CIMULACT: A demonstration of this is evident from the results of the
first CIMULACT consultation with citizens.
The issue we were posing was very broad: they were asked to share
their thoughts on how they imagine the future. The only stimuli provided
were some random pictures, but the possibilities were left wide open. As a
result, and as expected, the visions are pervaded by more “politically
correct” ideas, generally aimed at more equal rights, a fairer world and
sustainable habits.
Creative Citizens: even if the general trend in public circumstances is to
be fair and polite, this was not the case within Creative Citizens. In some
cases, people used the codesign meetings to complain about the
neighbourhood, the municipality, the government in general and it was
difficult to change the direction of the discussion into something positive
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and constructive. We understood that one of the main prerogatives as a
designer should be the ability to turn complaints into proposals and we
have to support this change designing specific methods and tools that are
certainly worthy of further research.
Feeding Milan: as previously stated, visitors to the farmers’ market
were people highly sensitive to the issue of sustainability. They were
attentive to the origin and quality of food and, thus, tended to be enthusiast
and welcome our proposals at the “idea sharing stall”, which is why
generally they demonstrated good intentions, without really criticising our
ideas.
SPREAD: even the experts involved in designing future visions for
2050 somehow risked falling into a do-goodism mentality. When creating
visions, in fact, the optimism and positive thinking required risks turning
into scarce self-criticism. In order to avoid this and to start assessing the
visions, participants were invited to work on barriers to implement them
and, above all, the facilitator encouraged the group to reflect on the
negative effects and situations that certain transformation may have
generated.
Boundaries
Despite intentions, the material prepared for codesign activities is not
always suitable for the circumstances. Considering boundary objects as
entities that can be shared between and therefore understood by different
communities, true linguistic and approach mediation is crucial. This
becomes more complicated when people from extremely varied
communities converge at the same codesign table. The message and the
language cannot be adjusted without prior research on the target groups,
their skills and interaction habits. One example of this is the need to share
scientific contents with non-experts and people with lower levels of
education: explaining what solutions could be provided by scientific
achievements is a good way to transmit the message, but it may introduce
limitations and bias within the exploration of future applications.
Examples:
CIMULACT: The “Co-Creation Workshop” was very challenging in
this sense. The subject matter of the entire project - the research
programmes - was complex and expressed through a more scientific
language, thus making it hard for a non-expert audience to understand.
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Nevertheless, we decided set up one task to specifically draw out
citizens’ opinions: the description of what is “state of the art”. We
simplified it by separating the expert perspective from that of the lay-
person as we believed that those solutions available to scientists are
inaccessible to citizens. The results confirmed our belief and were so
different that we, as a consortium, decided to propose a research topic in
order to address such a relevant issue. The topic elaborated was entitled:
“Dissemination and continuous exploitation of research and innovation in
the healthcare system”.
Examples:
CIMULACT: during the “Codesign Workshop”, the 3D representations
of the scenarios were boundary objects that had been specifically designed
and studied as artefacts that could be manipulated. All of them were
composed by movable modular parts. During the prototyping activity, the
group could choose whether to build a 3D model from scratch or to start
with the ones already provided and just modify them. Most of the groups
decided to modify the existing ones, meaning that they were already
inspiring and functional in forming the new idea.
In the Caravan process, we used “workshop delivery scenography” that
was actually a boundary object designed to be manipulated and adapted to
the various situations. It was conceived as a “workshop trolley” equipped
with a CIMULACT brand-sign, a screen playing an introductory video
about the whole project; storage for all the workshop material to be used in
the room and other material necessary to set up the hosting environment.
Creative Citizens: for the prototyping sessions we built a set of
boundary objects representing the concepts elaborated in the previous
meetings which also became the departure point for their implementation.
Hence, we used them both as a way to introduce as well as elaborate and
detail the service ideas. For this reason, we conceived boundary objects
consisting of different modules ready to be manipulated, or with blank
spaces to be filled in. For example, when we designed the board game
mock-up for the Municipio 4 Ciceros, we envisaged tracing the routes
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along the map of the city and superimposed various layers of the map. This
board game also became part of the final “exhibition”, presenting the
services to the Municipality of Milan.
Feeding Milan: both the “farmer’s food box” prototype and the
“conversation table” used for codesigning the local distribution system
were considered manipulable artefacts. Though they were mainly operated
on by the designer in order to support the explanation of the proposed
concepts, this both apparent and real openness of the artefacts gave the
impression of a dialogue regarding open subject.
SPREAD: we thought to integrate the “idea cards” used to lead the
initial conversation during the vision workshop with comments from the
participants and then edit and transform it. And so we did. The resulting
texts were pinned to the posters to create the team’s vision of the future.
Examples:
CIMULACT: As designers, our designs tend to always be in accurate
detail, whether they are templates, models or visualisations.
Indeed, all the codesign sessions managed by the POLIMI DESIS Lab
were carefully designed in each and every aspect; this often helps to
maintain a certain level of control, but can also leave very little space for
improvisation.
Instead, we learnt a great deal from the “Social Need Clustering
Workshop” in which the process was roughly sketched and we were able to
appreciate how it evolved and formed while in progress. Seen from the
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opposite viewpoint, this brings with it a certain amount of risk, so the
optimal solution probably lies in a happy medium between the two
possibilities.
Creative Citizens: at the end of the programme we realized we had
“over-designed” several meetings. We designed and developed tools that –
for a number of reasons – were not used: either we ran out of time, or
citizens were too involved in discussing other issues, or they were
exhausted after a particularly demanding phase.
As designers managing the sessions, we have to be able to recognize
when it is time to change something or to simply leave space for
improvisation, feeling the “momentum” of the session and letting it flow.
SPREAD: the “idea cards” used to generate visions included a blank
area for comments, and some completely blank cards were provided to add
participants’ practices and knowledge. Generally speaking comments were
added though hardly any cards were created from scratch. Paper notes were
provided for noting barriers, drivers and gatekeepers and these were instead
fully used, as we dedicated a specific exclusive slot for this activity.
Visual Thinking
The construction of 2D and 3D visual material (pictures, images, charts,
mock-ups, and also 4D simulations) is extremely effective in creating
boundary objects, since it permits the stimulation of both “perception” and
“conception” (in the words of philosopher Dewey) therefore facilitating
understanding and creativity. In the inspiration phases in particular,
pictures are more effective than diagrams in helping people to think
creatively while, conversely, different forms of data visualisation may help
in decision-making, selection phases and, finally, convergence.
Moreover, visual material seems to be more effective when used as
input in codesign processes than as output: in fact, montages of images,
drawings, mock-ups or other artefacts potentially generated in a session
may hardly be decipherable and interpretable beyond the actual scope of a
workshop. This is particularly the case in the codesign of services, the
intangibility of which makes it even more difficult for non-expert designers
to visualise evidence or, even more so, “tone of voice”. For this very
reason, the chance and convenience for a designer to work on the visual
material produced as an output of codesign activities is clear.
Examples:
CIMULACT: As well as the “Codesign Workshop”, in which we used
an extensive amount and a wide range of visual material, overall the project
did not benefit from visualisations as enhancers of complex content. The
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“Codesign Workshop” was the most familiar ground for visualisations
being aimed at designers, but we could have challenged ourselves even
more, using a more visual language with other audiences as well.
During the “Co-creation Workshop”, for example, we used text almost
exclusively. We were of course limited by the fact that research
programmes are written, therefore we were somehow induced to use text.
However, during the session, we looked for images to accompany the
concepts outlined, but it was very difficult to find something that could be
representative of such deep and intellectual ideas so quickly.
Creative Citizens: we designed a great variety of 2D and 3D visual
material, mainly as inspiration for starting the conversation and to make the
sessions more interactive and imaginative. This was particularly necessary
because Creative Citizens dealt essentially with services, which being
intangible meant we had to find a way to make every last detail visible. In
the warm-up meetings we used numerous inspirational pictures and ad hoc
photomontages, including them in the “Suggestion Cards” or the “Good
practice boards” and citizens often referred to those images in their
discussions. When we had to design the user journeys, we mainly created
diagrams and schemes which were less powerful in terms of inspiration,
but which helped participants envisage each service stage. We printed them
in large formats so we could all work on the same template in view of
establishing actual interaction. They also functioned as a final “deliverable”
during the generative sessions.
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3.2 An Actionable Collaborative Design
Framework
170
expression can be facilitated by assigning roles and isolating moments for
individual reflection and collective sharing to ensure that everybody can
contribute without anyone feeling inadequate.
A third requirement in complex and massive processes, is to design
boundary objects that can facilitate the capture of feedback and inputs from
participants. Given the huge amount of data that is likely to be generated,
the management of the data must be well planned before the activity in
order not to rely only of the work of a reportee as a source of synthetic
information. This is connected with reflections around the process.
The third cluster of issues is about the expected results of the codesign
activity that are to be analysed from two perspectives: their impact on
participants and the quality of the outputs actually generated.
There is a well established narrative in design about codesign as a way
to create engagement, ownership and awareness. The same holds for its
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role in building relationships with stakeholders and enabling them to act
and create networks from which new opportunities may arise (Hillgren et
al., 2011). Yet, it is worth observing that, when participation is wide and
multi-actor, the triggers to engage people are necessarily very different and
we have found that focussing on a common intention, rather than on
motivations is more effective. In fact, when there are so many parties
involved, the attempts to create a common alignment on a shared vision by
leveraging motivations might results completely pointless.
A second general consideration concerns the requirement of keeping all
stakeholders and people engaged in the previous phases updated over the
whole timespan of a project. This is crucial in massive processes because it
helps to secure a base of trust and respect for the project and the approach,
contributing to create a solid culture of participation and collaboration.
A final point to ensure that codesign has an impact on participants,
regards the ability of the process to transfer “design thinking” competencies
and to empower participants to make things happen by providing a cultural
and technical “infrastructure” for doing, rather than doing things for them.
This approach is crucial in projects with social innovators, so that the
capacity of operating as “coach” of groups and communities is one of the
crucial skills of a designer in this context.
With regard to the results generated in terms of design ideas, the wider
and ambitious is the project, the more diversified is the chain of codesign
intermediary outputs (from visions, to product/service specificities). Here,
the ability of the designer lies in controlling this evolution, curating
consistency, meaning and features of the design object.
When it comes to services, this normally implies an increase in the
number of stakeholders and relevant parties. In large participatory projects,
the outputs generated at the beginning of the chain inform the whole
process and therefore are crucial for its quality and success. Therefore, we
must pay special attention to the design of the first phases, which produce
the knowledge basis and the insights that will inform all the following
activities. This could require testing the codesign activities (not only the
process but also the actual outputs) with a limited number of participants,
before implementing them on a bigger scale.
172
Fig. 3.1 – The Collaborative Design Framework
173
desires and needs of users and stakeholders to scope the project and
frame its fundamental assumptions.
• Visual materials such as pictures, 3/4D mock-ups and spatial
environments are effective ways to stimulate people’s thinking in the
“discover” phase, while graphs and charts summarising information
and (big) data, are tools that help the selection and decision process
in the “define” phase.
• The openness of tools and attitudes (blank spaces, unfinished
artefacts, open room for contribution, etc.) is key to create a genuine
environment for listening (designers) and being heard (participants).
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3.2.3 Quadrant: Topic-Driven / Steering
This area is about imagining and considering options beyond the world
as it is. Collaboration is aimed at stimulating the capacity of stakeholders
and users to envision options beyond the existing way of doing things, so to
challenge behaviours and conventions.
175
intelligence, data mining, machine learning or other digital
technologies.
176
• Involving stakeholders in managing the process and not only
contributing to the outputs is a way to train their skills as service
designers.
177
• Time for fun, enjoyment and mutual discovery feeds imagination and
creativity.
• Functional or fictional role-playing is an effective way to stimulate
the contribution of all participants in this highly creative phase,
balancing the power dynamics, giving voice to weaker subjects,
taking other perspectives, representing all viewpoints and leveraging
expertise.
• The involvement of stakeholders in designing the process of the
codesign activity rather than only its outputs, is a way to foster
project ownership and advocacy. This may contribute to generate the
level of commitment needed to continue the project after the
departure of the designer.
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human beings to creatively and continuously support each other and take
projects forward (van der Bijl-Brouwer, 2017).
Bibliographical References
Aguirre, M., Agudelo, N. and Romm, J. (2017), “Design Facilitation as Emerging
Practice: Analyzing How Designers Support Multi-stakeholder Co-creation”,
She ji The Journal of Design, Economics, and Innovation, Vol. 3, 3: 198-209.
Hillgren, P.A. (2013), “Participatory Design For Social and Public Innovation:
Living Labs as Spaces of Agonistic Experiments and Friendly Hacking”, in
Manzini, E. and Staszowski, E., eds., Public and Collaborative: Exploring The
Intersection of Design, Social Innovation and Public Policy, DESIS Network,
pp. 75-88.
Hillgren, P.A., Seravalli, A. and Emilson, A. (2013), “Prototyping and
infrastructuring in design for social innovation”, Co-Design Vol. 7, Nos. 3-4,
September-December 2011, 169–183.
Sangiorgi, D., Patricio, L. and Fisk, R. (2017), “Designing for Interdependence,
Participation and Emergence in Complex Service Systems”, in Sangiorgi, D.
and Prendiville, A., edited by, Designing for Service: Key Issues and New
Directions, Bloomsbury Press, London, pp. 49-64.
179
van der Bijl-Brouwer, M. (2017), “Designing for Social Infrastructures in Complex
Service Systems: A Human-Centered and Social Systems Perspective on
Service Design”, She ji The Journal of Design, Economics, and Innovation,
Vol. 3, 3: 183-197.
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10319.1-7000.403_319.1-7000.319 27/03/18 22:11 Pagina 1
This book focuses on “massive codesign”: the idea that multiple and/or
MASSIVE CODESIGN
7000.403
numerous participants having different voices collaborate in a design pro-
cess broken down into different steps and formats and resulting in a relevant
and diversified amount of data. A Proposal for a Collaborative Design Framework
Services, strategies and scenarios are presented as the main field of ap-
plication: these are complex items that demand complex processes be tac-
D.I. F RANCOANGELI
DESIGN INTERNATIONAL