Documenti di Didattica
Documenti di Professioni
Documenti di Cultura
net/publication/326978857
CITATIONS READS
0 136
2 authors:
Some of the authors of this publication are also working on these related projects:
All content following this page was uploaded by Carolina Souza da Conceição on 13 December 2018.
1 Introduction
Many design practitioners already realize the great source of knowledge users represent
while designing a workspace. However, some resistance seems to still prevent design
practitioners from embracing participatory approaches. By design practitioners, or
designers, we mean architects, design engineers and other professional involved in the
design of workspaces. Designers are concerned that a participatory approach can be time
consuming and affect their grounded practice. It takes time planning a participatory design
process, staging the interventions and activities and preparing the materials to be used.
The concept of participatory design and user involvement is well known and dis-
cussed among researchers [1]. Even if, in practice, workspace design has for long
occurred without users’ participation, depending on the representations designers might
have about what they were designing [2]. In recent years, however, there has been an
increasing desire to encourage new forms of collaboration and knowledge sharing
when it comes to workspace design. Different tools (or objects) can help performing
participatory design processes. Several researchers have studied which kind of objects
can be found in design processes [3] and others have attempted to characterize different
objects in relation to how well they function [4]. However, it is also often a challenge to
translate the contributions from users to workspace design that seriously take on board
the employees’ specific work practices as a platform for a desired change.
There is a need for a tool that manages to travel into a well-defined design work-
practice and merge with it. More than just a tool, the notion of a laboratory described
by Binder and Brandt [5] seems to be a better fit for facing this challenge. A laboratory
being a hypothetical environment where users and designers collaboratively explore
possibilities, negotiate solutions and engage in design activities. Design dialogues set
the stage and employees, management and design practitioners are brought together to
explore opportunities on the basis of the professional experience they each represent.
In line with this notion, this paper presents a toolkit developed for planning and
performing participatory workspace design processes. It is aimed to be used and
explored by designers, ergonomists and human factor specialists, and other stakeholders
taking part in the workspace design process: design actors. This toolkit suggests creating
a temporary environment that enables users and other stakeholders to have a design
dialogue and jointly explore a future workspace. This temporary environment is called
Workspace Lab. It supports users, designers and other stakeholders to both reflect on
their current work environment and explore new workspace designs in an open dialogue.
2 Methods
The Workspace Lab toolkit was developed over a three-year research project investi-
gating how to integrate participatory design in architectural and engineering projects
involving major changes at workspaces. It also relied on data from a previous research
project investigating different participatory ergonomic methods for workspace design.
Over these projects, different methods were tested by the authors or the other
researchers involved in the projects. The participatory interventions were analyzed and
compiled into the toolkit in a participatory process in itself.
We developed the toolkit through a participatory prototyping process [6], that is
through a mutual learning process taking place in a cooperative design setting. The idea
of prototyping a toolkit as an open-ended process left room for taking in the design
actors into the process, shaping it while in use. The prototyping was a platform for
participation in itself. The toolkit was developed and tested over three workshop
sections (see Fig. 1) emphasizing joint exploration by architects, consulting engineers
and health & safety consultants. More details on the development process can be found
in Conceição et al. [7].
3 Results
The Workspace Lab backbone is a series of workshops that feed into each other, where
design games are often used to structure the workshops and ensure a common tangible
output. It helps identifying the appropriate methods to use depending on each project’s
specificities and gives insights on how to translate the contributions from the different
participants to the designers. The Workspace Lab becomes an asset that streamlines the
planning of a participatory process while putting the key themes within user involve-
ment and workspace design on the agenda.
The Workspace Lab toolkit consists of three booklets with different participatory
methods, a game board, a couple of sets of cards as game pieces and a poster with an
overall background and explanation of the idea behind the Workspace Lab. Figure 2
shows the content of the toolkit.
overall description of how the method was used in a project and which problems it
helped solving.
The cards and the game board aim at making the use of the toolkit a participatory
and interactive activity in itself, making it a kind of “portable Lab”. The playing cards
have different functions in the “game” of planning a participatory process. Principle
cards have headlines and a corresponding image taken from the booklets; they high-
light elements from the spreads to be used when planning and discussing how to
involve the users. Direction cards have arrows that remind the participants to move
forward and question in which way: “who?” needs to be involved, “what?” should be
done, “when?” it should be done, and “how?” to do it. Method cards bring a sum-up of
the different methods presented in the booklets for user involvement, giving practical
elements for preparing and carrying out the different activities, such as: time needed for
preparation, time to carry out the activity, number of participants per group partici-
pating and materials needed.
The game board consists of a grid format with a surface that makes it possible to
write on it with a dry erase pen and erase it as many times as needed. It aims at
providing a space for the dialogue: a place you can keep the cards on for a while or just
take pictures to remember afterwards.
participants can use it in different ways and new methods and inspiring ideas can
always be added. During its development, however, we had a main structure in mind to
make use of the full potential we see in the toolkit: something dynamic that can be
changed over the process but still keeping a defined frame.
Ideally, design actors, or participants in the participatory workspace design plan-
ning, should have the time to get acquainted with the material and/or have a super-user
working as a facilitator of the planning process. This process can happen in small
groups of two to four participants and it starts by each choosing three or four principle
cards, which they feel are relevant to think about in relation to their project. Then they
place the cards one by one on the game board, explaining their choice and relating the
cards to each other. After the first discussion round, participants may use more prin-
ciple cards if they feel the need to put more into play, choosing the ones they find
relevant to the discussion on planning their project and building up on the cards already
on the game board. When many cards are chosen, grouping them in themes can make it
easier to have references to the projects aims or other issues.
When all the cards found relevant are placed and grouped in the game board,
participants are then invited to look for the headlines of these cards inside the booklets,
where they can read more about the method behind that principle and how it was used
in a project. With more information behind the principles of the cards, participants can
then decide which methods to use in their own project and start planning how to set up
the participatory process.
At this stage, participants can look for the equivalent method cards to get a more
practical insight on what is needed and how that method can be applied. Participants
can also decide to place arrows that help them focusing their planning. The cards
questioning “who?”, for example, can make participants consider what type of user
they are dealing with or which other stakeholders should be involved in the partici-
patory process. Or cards questioning “what?” can help making a to-do list of what
needs to be done in different moments of the project. Figure 3 shows the game boar
after a planning section.
4 Conclusions
Ergonomists and/or human factors specialists are often facilitators when it comes to
user involvement and participatory design. However, that may not always be the case.
The aim of the toolkit developed is to empower and help designers and other design
stakeholders to implement and maintain a dialogue-oriented and participatory process
for new construction and major renovations of workspaces, even if they have not the
experience in doing so. The Workspace Lab toolkit brings up design dialogues into
focus and gives insights on how to stage them, leaving a degree of freedom to adapt the
participatory process to each project and aiming at bridging the gap of merging user
involvement with the well-defined design work practice.
References
1. Simonsen J, Robertson T (2013) Routledge international handbook of participatory design,
1st edn. Routledge, London
2. Béguin P (2000) Conception des instruments et methods participatives. In: Actes des Journées
sur la Pratique de l’Ergonomie, Bordeaux
3. Ewenstein B, Whyte J (2009) Knowledge practices in design: the role of visual
representations as ‘epistemic objects’. Organ Stud 30(1):7–30
4. Broberg O, Andersen V, Seim R (2011) Participatory ergonomics in design processes: the role
of boundary objects. Appl Ergon 42:464–472
5. Binder T, Brandt E (2008) The Design:Lab as platform in participatory design research.
CoDesign 4(2):115–129
6. Brodersen C, Dindler C, Iversen O (2008) Staging imaginative places for participatory
prototyping. CoDesign 4(1):19–30
7. Conceição C, Lundsgaard C, Broberg O (2014) Developing through prototyping: a resource
material on user involvement for workspace design. In: Proceedings of the 13th international
design conference - design, human behavior and design, Dubrovnik, pp 465–472