The dialogue-labs method: process, space and materials as structuring elements to spark dialogue in co-design events

Facilitating participation has become one of the cornerstones of co-design, and a number of methods, techniques and events intended to inspire design participants and scaffold collaborative ideation and concept development have been developed. However, an aspect that is yet relatively unexplored in co-design literature is how different methods and techniques can be productively combined. This paper presents and discusses the dialogue-labs method, which provides a structured way of generating ideas through a sequence of co-design activities. The analysis of the method during 18 sessions, based on iterative reflection, focuses on its three key structuring aspects: the process of how dialogue-labs sessions are orchestrated, the space in which the sessions unfold and the materials that are employed. In addition to understanding the specific dialogue-labs method, this discussion of process, space and materials may yield insights into how other co-design methods are analysed and further developed or combined.

[1]  Bill Buxton,et al.  Sketching User Experiences: Getting the Design Right and the Right Design , 2007 .

[2]  Thomas Binder,et al.  The Design:Lab as platform in participatory design research , 2008 .

[3]  Thomas Binder WHY DESIGN:LABS? , 2007 .

[4]  Christian Dindler,et al.  Fictional Inquiry—design collaboration in a shared narrative space , 2007 .

[5]  Kim Halskov,et al.  Inspiration card workshops , 2006, DIS '06.

[6]  E. Hutchins Cognition in the wild , 1995 .

[7]  Giulio Jacucci,et al.  Everyday Life as a Stage in Creating and Performing Scenarios for Wireless Devices , 2002, Personal and Ubiquitous Computing.

[8]  Jörn Messeter,et al.  Facilitating collaboration through design games , 2004, PDC 04.

[9]  Paul P. Maglio,et al.  On Distinguishing Epistemic from Pragmatic Action , 1994, Cogn. Sci..

[10]  Andrés Lucero,et al.  Applying the PLEX framework in designing for playfulness , 2011, DPPI.

[11]  Finn Kensing,et al.  Generating visions: future workshops and metaphorical design , 1992 .

[12]  Morten Kyng,et al.  Design at Work , 1992 .

[13]  Jacob Buur,et al.  Video card game: an augmented environment for user centred design discussions , 2000, DARE '00.

[14]  Erika Reponen,et al.  Mobile interaction with real-time geospatial data by pointing through transparent Earth , 2010, NordiCHI.

[15]  A. Lucero,et al.  Augmenting Mood Boards: Flexible and Intuitive Interaction in the Context of the Design Studio , 2007, Second Annual IEEE International Workshop on Horizontal Interactive Human-Computer Systems (TABLETOP'07).

[16]  M. Einhorn Art as Innovation , 2002 .

[17]  D. Schoen The Reflective Practitioner , 1983 .

[18]  Edwin Hutchins,et al.  How a Cockpit Remembers Its Speeds , 1995, Cogn. Sci..

[19]  Martin Wetterstrand,et al.  Playful Collaborative Exploration: New Research Practice in Participatory Design , 2005 .

[20]  Mette Agger Eriksen Engaging Design Materials, Formats and Framings in Specific, Situated Co-designing : A Micro-Material Perspective , 2009 .

[21]  Dzmitry Aliakseyeu,et al.  An interactive support tool to convey the intended message in asynchronous presentations , 2009, Advances in Computer Entertainment Technology.

[22]  James O Prochaska,et al.  A discussion with James O. Prochaska, PhD. Interview by Paul E. Terry. , 2012, American journal of health promotion : AJHP.

[23]  Jacob Buur,et al.  From usability lab to “design collaboratorium”: reframing usability practice , 2000, DIS '00.

[24]  Jakob Nielsen,et al.  Usability laboratories , 1994, Behavior and Information Technology.

[25]  Margaret Wilson,et al.  Six views of embodied cognition , 2002, Psychonomic bulletin & review.

[26]  Kim Halskov,et al.  A guide to metaphorical design , 1994, CACM.

[27]  Elizabeth B. N. Sanders Designing a Physical Environment for Co-experience and Assessing Participant Use , 2006 .

[28]  Joep W. Frens,et al.  Interaction relabelling and extreme characters: methods for exploring aesthetic interactions , 2000, DIS '00.

[29]  Andrés Lucero,et al.  Dialogue-labs: creating dialogue in co-design sessions. , 2009 .

[30]  William W. Gaver,et al.  Design: Cultural probes , 1999, INTR.

[31]  Eva Brandt,et al.  Designing exploratory design games: a framework for participation in Participatory Design? , 2006, PDC '06.

[32]  Tuuli Mattelmäki,et al.  Collaborative design exploration: envisioning future practices with make tools , 2007, DPPI.

[33]  Eva Brandt,et al.  How Tangible Mock-Ups Support Design Collaboration , 2005, Nordes 2005: In the Making.

[34]  Pieter Jan Stappers,et al.  Contextmapping: experiences from practice , 2005 .

[35]  Henrik Gedenryd How designers work - making sense of authentic cognitive activities , 1998 .

[36]  Jörn Messeter,et al.  Design Lab – Re-thinking what and how to design , 2005 .

[37]  Andrés Lucero,et al.  PLEX Cards: a source of inspiration when designing for playfulness , 2010, Fun and Games '10.

[38]  Pelle Ehn,et al.  From System Descriptions to Scripts for Action , 1992 .

[39]  Karen Holtzblatt,et al.  Rapid Contextual Design: A How-To Guide to Key Techniques for User-Centered Design , 2004, UBIQ.

[40]  Donald A. Schön Designing: Rules, types and worlds , 1988 .