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16           CODESIGN BRIEF





                         3.1.2  Project 13: Co-design Collabora�on                                                                Web Resources:

                                                                                                                                    •  h�ps://www.youtube.com/watch?v=GsnnFCPPVTc
                        Module:                                                Issued:                                              •  h�ps://www.pointofcarefounda�on.org.uk/resource/experience-based-co-design-ebcd-toolkit/step-by-step-
                        Industrial Design                                      17/11/20                                               guide/13-running-co-design-groups/
                        Title:                                                                                                      •  https://knowledge.insead.edu/entrepreneurship/three-essen�al-elements-of-customer-co-crea�on-4961
                        Hacking-Covid
                        Objec�ves:                                             Assessment Criteria:                                 •  h�p://dunneandraby.co.uk/content/projects
                           Engage design & co-design process to seek user-centric solu�on.       Engagement; in planning & collabora�on.   •  h�p://daisy.c�.gr/webzine/Issues/Issue%203/Art%20and%20Design/index.html
                           Collaborate with primary user in their problem framing.      Co-design; via process & insight.           •  h�p://www.daevasdesign.com/alessi-playful-joyful-design/
                           Engage research ethics, for user data collec�on and engagement.      Development; in sketch & form (quantity/quality).
                           Explore provoca�ve, emo�onal & playful approach to design      Appropriateness & narrative; to user problem.   •  h�ps://www.red-dot.org/search?tx_solr%5Bfilter%5D%5B0%5D=result_type%3Aonline_exhibi�on
                          solu�on; in addressing real world problems and experience.      Provoca�veness, emo�onality & playfulness.    •  h�ps://www.pinterest.com.au/jessdunnthis/playful-product-design/
                           Imagina�ve problem-solving; via sketch, visual & model.
                                                                                                                                    •  h�ps://www.forbes.com/sites/bernardmarr/2018/08/06/7-job-skills-of-the-future-that-ais-and-robots-cant-
                                                                                                                                     do-be�er-than-humans/
                       Background:                                                                                                  •  h�ps://www2.deloi�e.com/us/en/insights/deloi�e-review/issue-21/changing-nature-of-careers-in-21st-
                       From the first days of 2020, the Covid-19 pandemic has increasingly impacted our daily lives. All aspects of how we live,   century.html
                       work, socialise, communicate, share and experience the world around us has changed. Science may in �me address the
                       harshest impacts. However, the pandemic has exposed vulnerabili�es and challenges for the way we live, some of which   Academic Resources:
                       may con�nue for  some �me, or alter individual experience long into the future. Individuals have had to reac�vely   •  h�ps://�mreview.ca/ar�cle/310
                       respond and adapt to their rapidly changing landscape as they  a�empted to navigate new reali�es. In a Covid-19   •  h�ps://scholar.google.com/scholar?hl=en&as_sdt=0%2C5&q=co-
                                                                                                                                      design+community+resource+centre+&btnG=
                       endemic future, Design can be a proac�ve medium which supports how individuals, not only to func�on and survive,   •  h�ps://www.tandfonline.com/doi/full/10.1080/15710880701875068?scroll=top&needAccess=true
                       but engage and flourish in life, work and play, through engaging provoca�ve, emo�onal & playful products.     •  h�p://www.regional.org.au/au/prf/1998/017-041-02.htm

                       Instruc�on:                                                                                                  •  h�p://www.ijdesign.org/index.php/IJDesign/ar�cle/view/2458/726
                          1.  Within micro-group of 4-5, collec�vely map the systems/ecosystems people have been impacted by and have   •  h�ps://knowledge.insead.edu/entrepreneurship/three-essen�al-elements-of-customer-co-crea�on-4961
                              developed adapted strategies to Covid-related lock-down; within their professional and/or professional lives.
                                  a.  Early learners,                                                                             Social Media Tags:
                                  b.  Home-carers,                                                                                    @DesignCarlow
                                  c.  People of physical/social disadvantage,                                                         #Codesign
                                  d.  People who have experienced loss,                                                               @Humani�esITC
                                  e.  Older Adults.                                                                                   @itcarlow
                          2.  Individually,  engage  a  research  subject  (user),  from  within  your  family/friendship  network.  Engaging  an
                              ethics-based approach to data collec�on:
                                     Engage and narrate subject’s lived experience as impacted by Covid-related lockdown.
                                     Engage subject in a co-design session; to iden�fy a specific area suitable for Design-led interven�on.
                                     Sketch and explore provocative, emotional & playful solu�ons, which address subject need.
                                     Propose solu�on.

                       Sample Phases:
                              Phase I - PLAN/DISCOVER
                              -   Task: assump�ons, scope/parameters, plan/WBP and communica�on.
                              -   Scope: crowd-source stakeholder mapping, and provoca�ve, emo�onal and/or playful sample products.
                              -   Ethics: data collec�on, data handling/storage etc.
                              -   Engage: co-design sketch sessions
                              -   Analysis: map/key words/ themes/insights
                              -   Design: forced connec�ons/sketch
                              Phase II - REFINE
                              -   Individual por�olio piece: research/sketch/visual etc.
                              -   Reflec�ve prac�ce: learning insights

                       Proposed Deliverable/s:                    Type:                               Date:
                                                                                                        st
                              Research/co-design/direc�ons via sketch   D517                          01  Dec.’20
                              Final Proposal                      Presenta�on (D517)                  15  Dec.’20
                                                                                                        th
                              Individual Reflec�ve Prac�ce         Submit BB                           18 Dec.’20
                                                                                                        th
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