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1 – 10 of over 2000
Article
Publication date: 24 November 2023

Sharyn Rundle-Thiele, Taylor Jade Willmott, Nadine McKillop, Pamela Saleme Ruiz and Anna Kitunen

Recognising current, significant rates of youth sexual violence and abuse (YSVA) and the need for more comprehensive prevention approaches to combat this social issue, new…

Abstract

Purpose

Recognising current, significant rates of youth sexual violence and abuse (YSVA) and the need for more comprehensive prevention approaches to combat this social issue, new approaches are required to ensure that agency is given to the people who are most affected and who know their lives the best. This paper aims to report a youth-led (Young Voices United [YVU] Committee) participatory design approach aimed at delivering the highest level of engagement to understand what people agree is needed to reduce YSVA in their own communities.

Design/methodology/approach

The seven-step co-design (Trischler et al., 2019) process was implemented following ethical clearance. Over five months, 13 group co-design sessions involving 102 young people aged 12–25 years, 17 parents/caregivers (including young mums) and 9 teacher/guidance officers were conducted. Purposive sampling was undertaken to ensure that young people who had previously experienced YSVA or were most at risk of experiencing YSVA were overrepresented. Convenience sampling was used to gain wider community involvement in co-design. Four sessions were facilitated by YVU members, who were aged between 12 and 25 years, and more than 66 people helped the design team. Inductive thematic analysis identified emergent themes across completed co-design sessions.

Findings

New ideas and solutions to prevent YSVA can be identified by young people who have previously experienced violence, carers, other young people and community members. A core finding in this study is the need for positive relationship role models and an enhanced understanding of consent. Education and training, a community promotional campaign, sector involvement, capacity-building and consideration of the unique needs of different target audiences were key ideas emerging from youth-led co-design. The YVU Committee provided recommendations for resource prioritisation.

Social implications

This youth-led co-design process empowered the community. Project stakeholders have since formed partnerships won funding and used that funding to co-design and trial a new programme aiming to provide a safe haven for young people at risk of YSVA. The pilot programme delivers a safe and supportive environment for young people delivered at a time when it is needed most. Other geographical areas are now seeking to replicate the programme. The co-design processes and tools detailed in this study can be adapted to the design of programmes for those already engaged with the youth justice system and should be considered as part of a public health approach to effectively prevent and respond to YSVA and other youth crimes.

Originality/value

This paper advances understanding, providing a practical approach that ensures youth views are given weight [audience and influence described in Lundy’s (2007) participatory framework]. This paper explains how the YVU Committee, established at the commencement of the project, oversaw the community co-design effort, which followed Trischler et al.’s (2019) seven-step co-design process. Ideas were generated, and consensus views were consolidated, delivering the highest level of engagement according to Willmott et al.’s (2022) methodology, agent of change, training and engagement taxonomy. The participatory design method led to high levels of community engagement, and the success of the project is attributed to the establishment of the YVU Committee and stakeholder support.

Details

Safer Communities, vol. ahead-of-print no. ahead-of-print
Type: Research Article
ISSN: 1757-8043

Keywords

Article
Publication date: 17 March 2022

Taylor Jade Willmott, Erin Hurley and Sharyn Rundle-Thiele

Participatory design involves users and other key stakeholders in processes that aim to ensure solutions generated meet their needs. This paper compares the processes and outcomes…

Abstract

Purpose

Participatory design involves users and other key stakeholders in processes that aim to ensure solutions generated meet their needs. This paper compares the processes and outcomes of two participatory design approaches (design thinking and co-design) to examine their utility in co-creating innovative service solutions for reducing household energy demand.

Design/methodology/approach

Design thinking and co-design were implemented in two independent convenience samples of household energy users in Queensland, Australia. Workshops were conducted online using Zoom and Padlet technology. Informed by the capability-practice-ability (CPA) portfolio, a critical analysis based on the research team's experiences with implementing the two participatory design approaches is presented.

Findings

The key distinguishing features that set design thinking apart from co-design is extent of user involvement, solution diversity and resource requirements. With a shorter duration and less intensive user involvement, co-design offers a more resource efficient means of solution generation. In contrast, design thinking expands the solution space by allowing for human-centred problem framing and in so doing gives rise to greater diversity in solutions generated.

Research limitations/implications

Mapping the six constellations of service design outlined in the CPA portfolio to the research team's experiences implementing two different participatory design approaches within the same context reconciles theoretical understanding of how capabilities, practices and abilities may differ or converge in an applied setting.

Practical implications

Understanding the benefits and expected outcomes across the two participatory design approaches will guide practitioners and funding agencies in the selection of an appropriate method to achieve desired outcomes.

Originality/value

This paper compares two forms of participatory design (design thinking and co-design) for service innovation in the context of household energy demand offering theoretical and practical insights into the utility of each as categorised within the CPA portfolio.

Details

Journal of Service Theory and Practice, vol. 32 no. 3
Type: Research Article
ISSN: 2055-6225

Keywords

Article
Publication date: 13 April 2023

Nick Kelly, Claire Brophy, Lisa Scharoun, Melanie Finger and Deanna Meth

The paper discusses the use of co-design for staff professional learning within higher education. It suggests that three distinct approaches to professional learning can be…

Abstract

Purpose

The paper discusses the use of co-design for staff professional learning within higher education. It suggests that three distinct approaches to professional learning can be characterised as help-yourself platforms/services, drive-by workshops and co-design workshops. It makes pragmatic suggestions for where co-design might be used and heuristics for its successful use, based upon the authors' collective experiences.

Design/methodology/approach

This practitioner paper presents a case-study of co-design in a university context. Staff from across disciplinary boundaries were brought together to co-design novel learning experiences for students for a non-traditional context.

Findings

Findings from a case study are used to highlight the strengths of a co-design approach, as understood through the lenses of networked learning and self-determination theory. It juxtaposes co-design for staff learning with other approaches and finds it to be valuable and underutilised.

Research limitations/implications

The research discusses a single case study involving two workshops with a sample size of 112 participants. It is included as an example of co-design for professional learning in higher education.

Originality/value

Co-design for professional learning in higher education is poorly understood and presently underutilised. This paper addresses this gap by presenting an example of co-design for professional learning in higher education and theorising its significance.

Details

Journal of Applied Research in Higher Education, vol. 16 no. 2
Type: Research Article
ISSN: 2050-7003

Keywords

Article
Publication date: 1 February 2018

Jakob Trischler, Per Kristensson and Don Scott

The purpose of this paper is to explore the conditions under which a co-design team comprised of in-house professionals and leading-edge service users can generate innovative…

1744

Abstract

Purpose

The purpose of this paper is to explore the conditions under which a co-design team comprised of in-house professionals and leading-edge service users can generate innovative service design concepts.

Design/methodology/approach

The investigation used a field-experimental design to conduct two studies. Observations and open-ended questionnaires were used to examine cross-comparison matrices with experts rating the generated outcomes and t-tests being used to compare the outcome ratings between teams of different compositions.

Findings

The outcomes produced by a co-design team seem to be linked to the team diversity – process facilitation relationship. Bringing a variety of knowledge and skills into the team can lead to original outcomes, while a high disparity between members’ backgrounds can require extensive efforts to facilitate a collaborative process. Separation between users’ objectives can result in a user-driven process and outcomes that are too specific for the broader marketplace. Co-design teams that characterize minimum separation, maximum variety, and moderate disparity are likely to produce the most promising results.

Research limitations/implications

The research was restricted to a narrowly defined study setting and samples. Future research should replicate the current study in other service contexts using different team compositions.

Practical implications

Co-design requires the careful selection of users based on their background and motivations, as well as the facilitation of a process that enables the team to collaboratively transform relevant knowledge into innovative outcomes.

Originality/value

The research contributes to a better understanding of the team composition – process facilitation relationship affecting innovation outcomes. Doing so provides a more fine-grained picture of the co-design team composition and the facilitation requirements for service design.

Details

Journal of Service Management, vol. 29 no. 1
Type: Research Article
ISSN: 1757-5818

Keywords

Article
Publication date: 13 September 2023

Bernardo Figueiredo, Torgeir Aleti, Diane M. Martin, Mike Reid, Jacob Sheahan and Larissa Hjorth

This study aims to address the existing gap in co-design frameworks by introducing the EMPOWER framework, a strength-based co-design methodological approach specifically designed…

Abstract

Purpose

This study aims to address the existing gap in co-design frameworks by introducing the EMPOWER framework, a strength-based co-design methodological approach specifically designed to tackle the key empowerment challenges associated with co-designing alongside individuals experiencing vulnerability. The purpose of this study is to provide a set of easy-to-remember empowering guidelines to enhance the co-design process.

Design/methodology/approach

EMPOWER is based on lessons from the field, through five years of working with older adults.

Findings

The framework includes seven guidelines to overcome common challenges in co-design research. The acronym EMPOWER refers to guidelines for extending, multiplying, publicising, outsourcing, widening, enabling and reflecting on co-design research.

Research limitations/implications

Although extendable to other experiences of vulnerability, the examples provided focus on the experiences of ageing consumers.

Practical implications

EMPOWER has direct relevance to practitioners wishing not only to work with consumers experiencing vulnerabilities but also to empower these consumers through purposeful research actions.

Social implications

Although drawing on co-design research with older adults, these guidelines can be applied to empower other groups experiencing vulnerability.

Originality/value

There is a relative lack of guidelines on how to strengthen the co-design process in a way that empowers consumers experiencing vulnerability. To address this, this paper offers a framework and some grounded examples contributing to the current knowledge of co-design in marketing.

Details

Journal of Services Marketing, vol. 37 no. 9
Type: Research Article
ISSN: 0887-6045

Keywords

Article
Publication date: 16 July 2018

Erin Hurley, Jakob Trischler and Timo Dietrich

This paper aims to investigate in a transformative service research (TSR) context how users can be involved through co-design and what contributions they can make during this…

1589

Abstract

Purpose

This paper aims to investigate in a transformative service research (TSR) context how users can be involved through co-design and what contributions they can make during this process.

Design/methodology/approach

A six-step co-design process was used to plan and facilitate two co-design sessions that involved a total of 24 participants. The collected data include field notes, transcripts from group discussions, recordings of idea presentations and the evaluation of ideas.

Findings

A recruitment strategy that uses strong networks and sensitizes users through generating awareness of the underlying issue can prevent the waste of valuable resources. During the facilitation stage, experts need to find the fine line between close guidance and giving voice to the users. User-generated ideas set the starting point for new value propositions that more effectively support users in their value creation processes.

Research limitations/implications

The findings are limited to one specific sample and design task. Future research is required that investigates the application of co-design to other TSR contexts.

Practical implications

In TSR, organizations will need to follow a different co-design approach owing to the sensitive nature of the design task and/or users that are not driven by innovation-related motivations. Organizations should tap into their networks to raise awareness and recruit suitable participants. To capture users’ unique insights and foster the collective creativity, facilitation should focus on enabling participants through the use of design tools and team management.

Originality/value

The study contributes new insights into requirements, challenges and benefits of applying co-design to TSR contexts. The study shows that ordinary users, if empowered, can give important insights into the design of new value propositions.

Details

Journal of Services Marketing, vol. 32 no. 6
Type: Research Article
ISSN: 0887-6045

Keywords

Article
Publication date: 8 February 2021

Babak Taheri, Shahab Pourfakhimi, Girish Prayag, Martin J. Gannon and Jörg Finsterwalder

This study aims to investigate whether the antecedents of co-creation influence braggart word-of-mouth (WoM) in a participative leisure context, theorising the concept of…

1223

Abstract

Purpose

This study aims to investigate whether the antecedents of co-creation influence braggart word-of-mouth (WoM) in a participative leisure context, theorising the concept of co-created food well-being and highlighting implications for interactive experience co-design.

Design/methodology/approach

A sequential mixed-method approach was used to test a theoretical model; 25 in-depth interviews with cooking class participants were conducted, followed by a post-experience survey (n = 575).

Findings

Qualitative results suggest braggart WoM is rooted in active consumer participation in co-designing leisure experiences. The structural model confirms that participation in value co-creating activities (i.e. co-design, customer-to-customer (C2C) interaction), alongside perceived support from service providers, increases consumer perceptions of co-creation and stimulates braggart WoM. Degree of co-creation and support from peers mediate some relationships.

Research limitations/implications

Limited by cross-sectional data from one experiential consumption format, the results nevertheless demonstrate the role of active participation in co-design and C2C interactions during value co-creation. This implies that co-created and co-designed leisure experiences can intensify post-consumption behaviours and potentially enhance food well-being.

Practical implications

The results highlight that integrating customer participation into service design, while also developing opportunities for peer support on-site, can stimulate braggart WoM.

Originality/value

Extends burgeoning literature on co-creation and co-design in leisure services. By encouraging active customer participation while providing support and facilitating C2C interactions, service providers can enhance value co-creation, influencing customer experiences and food well-being. Accordingly, the concept of co-created food well-being is introduced.

Details

European Journal of Marketing, vol. 55 no. 9
Type: Research Article
ISSN: 0309-0566

Keywords

Article
Publication date: 20 November 2017

James Durl, Jakob Trischler and Timo Dietrich

This paper aims to explore co-design as a method for actively involving young consumers in the design of an alcohol education program that utilizes an interactive Virtual Reality…

1320

Abstract

Purpose

This paper aims to explore co-design as a method for actively involving young consumers in the design of an alcohol education program that utilizes an interactive Virtual Reality (VR) component.

Design/methodology/approach

Dietrich et al. (2017) six-step framework was applied to a co-design project involving four groups of 14- to 16-year-old Australian high school students. Data collection included observations by three facilitators, written feedback from members of each group and video presentations of the generated ideas. The data analysis focused on investigating the applicability of the six-step framework to young consumers and evaluating the quality and practicality of the generated ideas.

Findings

Sensitization is key to enabling young consumers to become equal participants during the co-design process. Sensitization allowed the participants to engage in the design task in a playful manner, which fostered active participation and creative insights during the co-design session. A team approach based on interactivity and group autonomy enabled adolescents to contribute insights into their specific needs and wants. This was complemented by a trusting environment and the presence of immediately available yet “hands off” facilitators.

Research limitations/implications

The findings are limited to one specific sample and design task. Future research is required that investigates co-design with young consumers in different contexts.

Practical implications

This paper provides guidance for the application of co-design with young consumers by highlighting the importance of sensitization and facilitation.

Originality/value

This study marks one of the first approaches to co-designing alcohol education programs, including VR components, with young consumers. The findings contribute to a better understanding of the consequences of involving young consumers through co-design.

Details

Young Consumers, vol. 18 no. 4
Type: Research Article
ISSN: 1747-3616

Keywords

Article
Publication date: 30 October 2023

Anna Sigridur Islind, Johan Lundin, Katerina Cerna, Tomas Lindroth, Linda Åkeflo and Gunnar Steineck

Designing digital artifacts is not a linear, straightforward process. This is particularly true when applying a user-centered design approach, or co-design, with users who are…

Abstract

Purpose

Designing digital artifacts is not a linear, straightforward process. This is particularly true when applying a user-centered design approach, or co-design, with users who are unable to participate in the design process. Although the reduced participation of a particular user group may harm the end result, the literature on solving this issue is sparse. In this article, proxy design is outlined as a method for involving a user group as proxy users to speak on behalf of a group that is difficult to reach. The article investigates the following research question: How can roleplaying be embedded in co-design to engage users as proxies on behalf of those who are unable to represent themselves?

Design/methodology/approach

The article presents a design ethnography spanning three years at a cancer rehabilitation clinic, where digital artifacts were designed to be used collaboratively by nurses and patients. The empirical data were analyzed using content analysis and consisted of 20 observation days at the clinic, six proxy design workshops, 21 telephone consultations between patients and nurses, and log data from the digital artifact.

Findings

The article shows that simulated consultations, with nurses roleplaying as proxies for patients ignited and initiated the design process and enabled an efficient in-depth understanding of patients. Moreover, the article reveals how proxy design as a method further expanded the design. The study findings illustrate: (1) proxy design as a method for initiating design, (2) proxy design as an embedded element in co-design and (3) six design guidelines that should be considered when engaging in proxy design.

Originality/value

The main contribution is the conceptualization of proxy design as a method that can ignite and initiate the co-design process when important users are unreachable, vulnerable or unable to represent themselves in the co-design process. More specifically, based on the empirical findings from a design ethnography that involved nurses as proxy users speaking on behalf of patients, the article shows that roleplaying in proxy design is a fitting way of initiating the design process, outlining proxy design as an embedded element of co-design.

Details

Information Technology & People, vol. ahead-of-print no. ahead-of-print
Type: Research Article
ISSN: 0959-3845

Keywords

Article
Publication date: 9 June 2021

Bassam Shouman, Ayman Ahmed Ezzat Othman and Mohamed Marzouk

Mobile augmented reality (MAR) is one of the advanced three-dimensional (3D) representation tools that has been recently utilized in the construction industry. This paper aims to…

Abstract

Purpose

Mobile augmented reality (MAR) is one of the advanced three-dimensional (3D) representation tools that has been recently utilized in the construction industry. This paper aims to assess a user’s involvement levels through MAR application that has been experimented against traditional involvement techniques through an existing facility, plan re-designing scenario.

Design/methodology/approach

Through reviewing related literature studies in the MAR field, an application has been developed that can superimpose real design alternatives on paper-based markers, allowing for flexible wall positioning, interior and exterior wall material application. As such, an enhanced user involvement experience is created. To measure user involvement levels, the application is experimented with 33 participants having the British University in Egypt’s library building as a case study, followed by survey questionnaires to gather and evaluate user responses.

Findings

The results of the analyzed data using SPSS indicated that MAR showed a positive impact on enhancing user involvement and better understanding of design projects. It also allowed users to produce different design alternatives in comparison to the traditional involvement approaches where users showed low design interaction and understanding.

Originality/value

The interactive features of the proposed application facilitate implementing ideas in design of construction projects that require user involvement.

Details

Engineering, Construction and Architectural Management, vol. 29 no. 6
Type: Research Article
ISSN: 0969-9988

Keywords

1 – 10 of over 2000