Skip to main content

Co-design Approaches for Early Phases of Augmented Environments

  • Chapter
  • First Online:
Designing User Friendly Augmented Work Environments

Part of the book series: Computer Supported Cooperative Work ((CSCW))

Abstract

This chapter focuses on the early phases in the development processes of new product-service systems and particularly on the possibility of actively involving users in view of generating a concept. It describes the main hurdles to both the project team and user research and suggests methodological approaches devised by the author.

In particular the chapter describes two tools called: “Scenario co-design” and “Spot Experiment,” respectively, featuring examples of how these tools can be used in the field of augmented environments.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 129.00
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 169.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info
Hardcover Book
USD 169.99
Price excludes VAT (USA)
  • Durable hardcover edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

Notes

  1. 1.

    The series of clips “Vision of the Future” (Marzano 1996) produced by Philips Design is a good example of these communication oriented scenario visions.

  2. 2.

    M.U.S. Multiservice Urban Space/Visualisation-in-progress, Industrial Design workshop hold by F. Jégou, Politecnico di Milano, 12–16 May 2001.

  3. 3.

    LDC-EDF/DALT, Digital Bridge social scenario, Paris 2000.

  4. 4.

    It is to be noted that a certain antagonism exists in term of visualization between facilitating the projection of users into a scenario and giving them access to the modification of the same scenario: in order to make users “feel” the proposed environment and somewhat experience it, the related visualization must be quite elaborate and convincing. Such visualization generally requires professional skill to be produced and, consequently, is not easily changeable by the users.

  5. 5.

    Interaction room project, EDF headquarters, Paris Wagram, 2001.

  6. 6.

    Strategic Design Scenarios and Égérie Research, “Sustainable Everyday, Scenarios of urban life” exhibition preparation work, Brussels, 2002.

  7. 7.

     This setting is based on the so-called “Wizard of Oz” trick: a member of the design team, hidden, pretends to be the future provider of the system and answers accordingly to the user concerns. The user believes that he/she can interact with the system.

  8. 8.

    It is to be noted that a co-design session differs in its aim form a user research evaluation. The purpose is not to assess a determinate scenario but to make it evolve. Therefore the visual material presented to the four successive users is not the same. Thanks to the flexibility of the Animated Story-Board technique, it is adapted by the project team between each session and the following user benefits from previous user interaction.

  9. 9.

    It is to be noted that this dimension corresponds in macro-scenario approach to the two opposite attitudes of back-casting and fore-casting: either the scenario is proposed as a goal to be obtained (and the project team works on understanding what the changes to be implemented are in order to lead to this future situation) or the scenario is proposed as a result to be investigated (and the project team works on an exploration of the potential consequences of the changes implemented).

  10. 10.

    VideoSketching creative session animated by F. Jégou, “Social business Innovation” workshop coordinated by S. Maschi, Interaction Design Institute Ivrea, January 2003.

  11. 11.

    Videostreaming ClipScape, LDC-EDF/DALT, Paris, 2001.

  12. 12.

    “Sustainable Everyday, Scenarios of urban life” exhibition, F. Jégou, E. Manzini and A. Nandi. Parc d’Aventures Scientifiques et Sociales, Framerie (Belgium) 2004.

  13. 13.

    Ambiant Agoras, Dynamic Information Clouds in a Hybrid World, Disappearing Computers.

References

  • Evans S, Burns A, Barrett R 2002 Empathic design tutor. Bedfordshire, UK: Cranfield University Press

    Google Scholar 

  • Garrett JJ 2002 The elements of user experience. IN: New Riders

    Google Scholar 

  • Godet M 1985 Prospective et planification stratégique. Paris: Economica

    Google Scholar 

  • Grandjean E Kroemer KHE 1999 Fitting the task to the human. London: Taylor & Francis

    Google Scholar 

  • Halen C, Vezzoli C, Wimmer R 2005 Methodology for product service system innovation, how to develop clean, clever and competitive strategies in companies. Koninklijke Van Gorcum BV

    Google Scholar 

  • Hirschman AO 1970 Exit, voice, and loyalty: responses to decline in firms, organizations, and states. Cambridge, MA: Harvard University Press

    Google Scholar 

  • Jégou F, Joore P 2004 Food delivery solutions, cases of solution oriented Partnership. Bedfordshire, UK: Cranfield University Press

    Google Scholar 

  • Jégou F, Liberman J 2003 Participative scenario building. In: Manzini E, Jégou F, Sustainable everyday, scenarios of urban life, pp 246–255, Milan: Edizione Ambiente

    Google Scholar 

  • Jégou F, Manzini E, Meroni A 2004 Desing plan, a design toolbox to facilitate solution oriented partnership. In: Manzini E, Collina L, Evans S (eds) Solution oriented partnership, how to design industrialized sustainable solutions pp 108–119, Bedfordshire, UK: Cranfield University Press

    Google Scholar 

  • Kahn H, Mann I 1957 Techniques of system analysis. Memorandum.

    Google Scholar 

  • Manzini E, Jégou F 2003 Sustainable everyday, scenarios of urban life. Milan: Edizione Ambiente

    Google Scholar 

  • Manzini E, Jégou F 2004 Design degli scenari. In: BertolaP, ManziniE(eds) Design Multiverso, Appunti di fenomenologia del design, pp 177–195, Milan: Edizione Polidesign

    Google Scholar 

  • Manzini E, Collina L, Evans S 2004 Solution oriented partnership, how to design industrialized sustainable solutions. Bedfordshire, UK: Cranfield University Press

    Google Scholar 

  • Marzano S 1996 Vision of the future. Eindhoven: Philips Design

    Google Scholar 

  • Norman DA 2004 Emotional design. Milan: Apogeo

    Google Scholar 

  • Sangiorgi D 2005 Worksheet 17 – interaction table. In: Halen C, Vezzoli C, Wimmer R (eds) Methodology for product service system innovation, how to develop clean, clever and competitive strategies in companies vol 122, pp 133–134; vol 157, pp 159–161. Koninklijke Van Gorcum BV

    Google Scholar 

  • Snyder C 2003 Paper prototyping: the fast and easy way to design and refine user interfaces. CA: Morgan Kaufmann

    Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to François Jégou .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2009 Springer-Verlag London Limited

About this chapter

Cite this chapter

Jégou, F. (2009). Co-design Approaches for Early Phases of Augmented Environments. In: Lahlou, S. (eds) Designing User Friendly Augmented Work Environments. Computer Supported Cooperative Work. Springer, London. https://doi.org/10.1007/978-1-84800-098-8_6

Download citation

  • DOI: https://doi.org/10.1007/978-1-84800-098-8_6

  • Published:

  • Publisher Name: Springer, London

  • Print ISBN: 978-1-84800-097-1

  • Online ISBN: 978-1-84800-098-8

  • eBook Packages: Computer ScienceComputer Science (R0)

Publish with us

Policies and ethics