The Potential of Human-Centred Design (Thinking) For Education
The Potential of Human-Centred Design (Thinking) For Education
The Potential of Human-Centred Design (Thinking) For Education
In relation to the design of systems that are human-centred by definition, this design
philosophy may provide insights to address persistent systemic challenges. Such challenges
include the development of teacher support systems and professional networks, as well as
the communication of organizational policies and practices.
This paper discusses the potential that Human-Centred Design has for educational
practice, research and communication systems that foster communities of practice.
Disclaimer: The views expressed in this paper are the author’s own and are not representative of those
of her employer, the NSW Department of Education
Contents
Introduction to Human-Centred Design ......................................................................................... 3
What is Human-Centred Design? .................................................................................................... 3
The people in Human-Centred Design ....................................................................................... 4
Mindsets................................................................................................................................................. 6
Empathy ........................................................................................................................................ 6
Optimism ....................................................................................................................................... 6
Iteration ......................................................................................................................................... 6
Creative confidence .................................................................................................................. 6
Making ........................................................................................................................................... 6
Embracing ambiguity ................................................................................................................. 6
Learning from failure ................................................................................................................... 7
Phases .................................................................................................................................................... 8
Inspiration ...................................................................................................................................... 8
Ideation ......................................................................................................................................... 8
Implementation ........................................................................................................................... 8
Methods ............................................................................................................................................ 9
How might HCD be used in the field of education?.................................................................. 19
HCD for Government and policymakers.................................................................................. 20
Inspiration ........................................................................................................................................ 22
1. Organisation and planning ............................................................................................. 22
2. Data collection .................................................................................................................. 22
Ideation ........................................................................................................................................... 22
3. Data sharing and synthesis.............................................................................................. 22
4. Generating ideas .............................................................................................................. 22
5. Creation .............................................................................................................................. 22
Implementation ............................................................................................................................. 22
6. Testing .................................................................................................................................. 22
7. Revising and revisiting ...................................................................................................... 22
8. Launching ........................................................................................................................... 22
Revised business process ......................................................................................................... 23
HCD in the classroom ................................................................................................................... 23
Designing digital learning tools .............................................................................................. 23
Informing the design of learning spaces .............................................................................. 24
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This paper outlines what Human-Centred Design is, how it can be implemented and the
sorts of problems it could help to solve in policymaking, classrooms, teacher professional
development and education research.
The growing adoption of this approach mirrors the transition of economies in the
developed world, shifting from industrial manufacturing to knowledge work. Design is
more frequently accepted as a way to solve problems beyond the design of aesthetic
physical products – it is increasingly being applied to the development of new
processes, services, computer-mediated interactions, entertainment and ways of
communicating and collaborating (Brown, 2008). The methods of Human-Centred
Design may also have potential applications beyond customer service to the areas of
educational practice, research, and communication systems that foster communities of
practice.
Human-Centred Design is part of the family of Design thinking; in practice these terms
are used synonymously (Brown, 2008). The relation between the two could be
considered the distinction between design thinking as a property of the “thinker” and
Human-Centred Design as a set of principles and processes to solve a particular
problem in ways that preference the “user’s” needs (Roschuni, Goodman, & Agogino,
2013). Furthermore, some design research literature present user interactions primarily as
learning opportunities to advance the design, not in empathic terms (Stoker & John,
2009). For of these reasons, the term Human-Centred Design better aligns with the
practical orientation of this paper and on the importance of the empathic mindset.
Designers have historically borrowed various methods from more established human
research disciplines, such as marketing, psychology and anthropology, to collect
information about users in a valid and reliable manner. These conventional methods
based on ‘scientism’ were found incapable of embracing people’s felt-experiences and
design imagination – this inadequacy is attributed to the researcher being objective and
distant from the subject. Empathic design attempts to make sense of how human
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beings experience the world, through their bodies and minds and situates that
experience in their own socio-cultural context (Lee, 2011).
Empathic methods incorporate shared language (using spoken, written text, body
language or visuals), collaboration (including users in the research rather than doing it to
them), ethnography (observing and recording interactions and artefacts of users in situ)
and empathic modelling (experiencing with your own body the physical situations of
others), practitioners are able to apply and integrate the insights and awareness of users
with functional design rather than simply responding to a user’s perceived needs
(Thomas & McDonagh, 2013).
The core members of the Human-Centred Design team are practitioners (composed of
researchers and designers) and users or customers (who may also be beneficiaries or
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stakeholders of the outcome of the work). The Human-Centred Design team come
together at different points throughout the project, depending on changing needs.
While an individual may move in and out of the Human-Centred Design at different
times, a defining part of their participation is the mindsets that they adopt throughout.
This is particularly important to remember in the context of schools, where students may
take on these roles as part of projects they are working on.
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Mindsets
A particular pattern of mindsets, or perhaps more accurately, the acceptance of
particular practices, are considered to set Human-Centred Designers apart from other
problem solvers. These need to be adopted to successfully engage with the Human-
Centred Design process (IDEO.org, 2015). These mindsets reflect openness to ideas and
solutions unrestricted by current operational limitations or dogma.
Empathy
At the cornerstone of Human-Centred Design, empathy is a key mindset that is required
to understand different people, scenarios and places. It provides a way to include the
people you’re designing for into the design process, to leave behind preconceived
ideas and old thinking and to keep work grounded in the reality of users.
Optimism
Practitioners must hold the belief that design is inherently optimistic, that an answer is not
yet known but that a way is out there to be found. Optimism is necessary for
perseverance throughout the iteration process.
Iteration
Iteration is integral to Human-Centred Design. It requires feedback, which presents an
opportunity to further the participation of those being designed for. Essential to iteration
is the need to venture outside of the design team to test and reflect. Being open to
iteration is important because there will be a need to revisit initial ideas and strive to
constantly improve on them.
Creative confidence
This mindset relates to the confidence in the ability to act on ones ideas combined with
the belief that everyone is creative in the way that they understand the world. Creative
confidence involves trusting intuition and going forth with ideas that you haven’t quite
mapped out in detail yet.
Making
The ability to make is about being able to first convey an idea and then to turn it into a
solution. This mindset builds on the notion that theory (the idea behind a solution) and
making (a solution without a theoretical grounding reasons) in isolation less powerful as
the two combined. The making mindset is required to prototype, which needs to be
done throughout the process.
Embracing ambiguity
This mindset requires an acceptance that not all the factors involved in a problem can
be known at once, if at all. It involves being open to the idea that there will always be
more ideas; there is no need to hang on to any one of them. It is this inability to know all
of the answers that allows innovation to happen, since it means that the boundaries of
the problem space are not clear and open to possibility.
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Mindsets are important throughout all phases of Human-Centred Design, although some
of them will become more relevant at particular phases than at others.
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Phases
The process of Human-Centred Design falls under the three broad phases of inspiration,
ideation and implementation (IDEO.org, 2015). These phases are overlapping,
complementary and non-linear. There are aspects of the process that are already
commonplace in the practices of any established organisation.
Inspiration
This is the research phase in which practitioners use different means to learn about their
customers. Organisation and planning is a key part of this phase, which begins by
defining the design challenge – what to set out to achieve. It also involves identifying the
individuals and groups that will be a part of the research – this includes the beneficiaries
and stakeholders as well as the people who will be a part of the design team. Inspiration
activities provide the framework for data collection, consisting of insights and evidence
from primary and secondary sources, particularly the people who will be impacted by
the solution.
Ideation
During the ideation phase team members share and analyse the insights that they have
gathered from their work during the inspiration phase. The team participates in
collective brainstorming and synthesis activities which lead towards the development of
ideas that can be created into prototypes, ready for testing.
Implementation
Team members are involved in gathering feedback about prototypes through rapid
testing and extended piloting activities. Importantly, this phase of the process requires an
openness to revising and revisiting assumptions as well as the solution itself. Launching
the solution incorporates a plan for ongoing evaluation and monitoring.
Keep in mind that these phases are not linear and that Human-Centred Design methods
are applied throughout the project. The following section details these methods, when
they can be used, why and where to find further information.
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Methods
A selection of Human-Centred Design methods are detailed in Table 1 as they pertain to the purpose of this paper. This table uses the phases of
inspiration, ideation and implementation (Brown, 2008; Brown & Wyatt, 2010; IDEO.org, 2015). Methods are also labelled according to more familiar
project language, as shown in the Collection column. Italicised text refers to another method in the table or in the Further information column of the
same row. Underlined text refers to a Collection name. Further information provides references including exemplars, template documents and
hyperlinks to NSW Department of Education internal documents. A process for applying these methods is presented in the next section.
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the problem
effectively
(Brest et al.,
2015, Step 8,
p.14)
Identifying This is an important set of resources After you Create a project plan, identify essential areas of Inspiration Organisation (IDEO.org, 2015;
the right to use when identifying the right need and then consider how to Build a team with an Implementation and build a team,
people people for different aspects of the interdisciplinary mix. Limiting your team to the traditional planning p.35; recruiting
tools, p.36;
(project project. project specialisations will likely result in a traditional solution.
define your
team, You may develop insights about who these non-traditional audience, p.44;
participants It is necessary for building a team, project members may be after Data sharing and synthesis extremes and
and recruiting participants, defining the activities. Once you reach implementation, you may need to mainstreams,
customers) customers who will use your solution. rethink who you need to Staff Your Project. p.49; staff your
project, p.144)
Start to Define Your Audience – these are the people you are
designing for (customers). This involves identifying your direct
beneficiaries and then peripherally relevant groups and
individuals – both those that may be in favour or opposed to
your work. Use post-its to write each person or group.
Consider how they relate to your work and the solution and
write those on separate post-its, then arrange them to reflect
the relationships that need to be considered throughout the
project.
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for the individual and expert phases habits as they relate to the problem context. Then go deeper
of the research. on questions that relate specifically to the design challenge.
Your participant’s responses should be recorded verbatim –
interpretation happens later.
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Label the poster where these are all placed with the specifics
of the activity.
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Create Insight statements serve as an Take the results of the Top five, work as a team to create Ideation Data sharing (IDEO.org, 2015,
insight important culminating step moving short statements that capture insights that can be taken from and p.81; example,
statements on to narrow down the focus of the each cluster. synthesis p.83; template,
p.176)
problem solving.
Refining these insights, eventually discarding all but a handful
that relate directly to the design challenge will inform the
How might we activity.
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all team members and a freedom moves to each person explaining each idea as they place it
from fear of failure or criticism. on the whiteboard, wall or poster.
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et al., 2015,
Step 12, p.17)
Create a A way to move ahead from ideas Start with ideas that emerged from the Brainstorm and Ideation Creation (IDEO.org, 2015,
concept into more polished concepts. The bundle activity. You may need to Create Frameworks if you p.108)
results of this activity are what the are working with a very complex problem. Move from an
team will aim to prototype. idea to a concept – one that describes the solution in
enough detail for prototyping.
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Prototyping Making the solution is key to solving The team should decide on a concept or portion of one to Ideation Creation (IDEO.org, 2015,
the problem. Prototyping should take prototype. Next decide on what form the prototype should Implementation p.111, 119, 135)
place throughout the process using take. You may use a Storyboard, structure the outcome to You may like to
begin this
different media and to different be a series of visual cue cards to be used in Game play, a
process in a
degrees of refinement. The aim of model that can be talked-through and explained to more structured
prototyping is to learn about what customers or even a physical product. The form it takes fashion to Turn
works. should reflect what you aim to learn from your prototype. the selected
strategies into
Make collaborative decisions about the development of the logic models
prototype and be prepared to start from scratch once you and compare
Reflect and redo. A prototype is not the final solution. them to one
another (Brest
et al., 2015,
Step 15, p.20)
Get Following on from Prototyping, this Decide on aspects of the prototype you would like feedback Ideation Testing (IDEO.org, 2015,
feedback activity is about collecting data and on. Start with getting overall first impressions, and following a Implementation p.126)
getting reactions about the Reflect and redo activity, follow up with more specific
functionality of the prototype. This is targets.
an opportunity to get some quick
information and first reactions from Identify an appropriate location for testing, ideally the
your customers. solution context. Weigh up the option to conduct a testing
session in a convenient location rather than realistic location
in order to maximise the amount of feedback received. This
perspective may change at each stage of gathering
feedback.
Roadmap Often referred to as a project Follow established organisational standards and procedures Implementation Testing Seek advice
timeline, this activity is intended to for managing project objectives. Launching from a business
keep projects on track. It will likely be development
unit on project
ongoing throughout several phases
timelines.
of the project.
Pilot This activity takes place once a The pilot is a way to live test the solution for a longer period of Implementation Testing (IDEO.org, 2015,
prototype has been developed to time than might be intended in a Get feedback activity. p.146)
the point that the team considers it
to be ready to operate as intended Arrange to pilot your solution in its intended context. It may
in the field and needs to be trialled. be useful to Define success in order to guide how to collect
The mindset throughout this activity evidence of how well your solution is working in the field.
should be one of expecting to
Reflect and redo – it is unlikely that a Use Data collection activities to learn about how well your
pilot will be identical to the solution is working.
completed solution.
Reflect and Of particular use following Your team will come together with results from testing and Ideation Revising and (IDEO.org, 2015,
redo prototyping, this is a set of methods piloting to prepare to modify the solution. Using a Implementation revisiting p.127, 148, 157)
to use throughout to continue to combination of methods that were used earlier in the
receive feedback from the people process, such as Create frameworks, and Brainstorm and
you are using for, integrating the bundle, plan for how you can improve the idea.
feedback and iterate.
Define A way to orient your team towards The Frame your design challenge activity will provide a Implementation Testing (IDEO.org, 2015,
success success includes coming to a shared starting point to defining success. Work this into the Launching p.147)
agreement about how it should be milestones that you identified in the Roadmap to build more See also,
Prioritize and
defined. This can be conceptualised specific success criteria at different stages of the project.
narrow the
as a series of milestones as well as These definitions can also be used when you Get feedback range of your
ultimate functionality. to find out whether you are on track. intended
beneficiaries
(Brest et al.,
2015, Step 6,
p.11)
Monitor and Plan to evaluate the efficacy and The Department has a series of established practices relating Implementation Revising and Consult the
evaluate monitor progress of the solution in to the evaluation of programs which can be used for these revisiting evaluation
operation. This is key, even when the purposes. Use the output from the Define success activity to Testing team and refer
to the
solution is “final” to ensure that work guide what you measure.
departmental
that has gone into producing the Evaluation
solution is responding to customer Framework.
needs.
Table 1. Human-Centred Design methods
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In many cases, the best tools to use are most basic: pens, pencil, paper, post-its, butcher
paper, whiteboards, posters, and different coloured media to reflect different categories
and significance. Since iteration is built into the process, the use of low fidelity media
makes it is easy to build on ideas without concerns about presentation or use of
resources. It also establishes a flatter relational dynamic; each contribution is as visible
and therefore validated as being as valuable as any other. By providing each team
member with the same tools that allow for contributions to materialise instantly, it is much
more difficult to discount contributions without first acknowledging them. It is also
enables ideas to be shared immediately and rearranged as needed for each activity.
Post-its are particularly useful in this sense, because they allow for a neutral platform
through which to compile ideas, group them and rearrange as needed. They also allow
for ideas to be placed where they need to be seen to be worked from and provide a
consistent reference point.
The use of digital artefacts, such as video recordings, audio recordings, photos, word
documents, webpages and interactive devices such as tablets may also be
incorporated. For alternative conceptualisations of how the work of Human-Centred
Design may be used by organisations, see the related concepts are available in
Appendix A.
Project-based
Requiring long-term planning and investment
Resource-intensive
Involving the design of a solution that will impact other processes and workflows
Communication-intensive
Impacting a number of stakeholders with a diversity of views and responsibilities
Complex or “wicked”
Multidisciplinary.
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Value is something that can be co-created with customers. One way to be more
responsive to the needs of customers is to use an “outside-in” approach, where
practices are responsive to the changing needs and context of customers. This is in
contrast to a more traditional “inside-out” approach that assumes that the best solutions
are already known by the organisation that delivers them.
Fulfilling expectations and providing public value are good. Innovating beyond these
expectations is even better and relies on creative solutions that diverge from current
expectations.
Government institutions do business with a range of individuals and groups that are
provide with a service as well as with stakeholders or those providing advice. Business
relationships fall into the following broad categories relating to the degree and nature of
reciprocity, whether services result in financial or in-kind transactions, and the legislative
and policy context.
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are faced by an organisation. The viable and feasible aspects of the problem space are
usually uncovered during the ideation and implementation phases of the process.
The application Human-Centred Design methods requires a holistic approach which will
ensure that activities are not used in isolation but integrated into a meaningful and goal-
directed process. A process for using Human-Centred Design for Government and
policymakers is presented in Table 2. The methods shown as bolded and highlighted
text and are grouped by Collections – conceptual groupings that may support Human-
Centred Design teams by providing them with language that is more likely to be familiar.
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Inspiration
1. Organisation and planning
Frame your design challenge.
Create a project plan where you will be Identifying the right people (project team).
2. Data collection
Conduct Secondary research to help you with Identifying the right people
(participants and customers).
You will need to use Interviews at several points and in different ways throughout the
research.
You will choose from additional methods such as Immersion, Analogous inspiration,
Card Sort, Game play, Peers Observing Peers and Double ethnography
Ideation
3. Data sharing and synthesis
Download and share what you have learned from data collection, refining by
identifying the Top five that you can use to Create insight statements which can be
rephrased into How might we questions that guide the rest of the work.
4. Generating ideas
Stimulate creativity through Brainstorm and bundle activities, which may incorporate
techniques such as Mash-ups.
When grappling with complexity, Create frameworks which can be used to inform
Design principles and guiding mantras.
5. Creation
Move from ideas to Create a concept that can be used for Prototyping as well as put
to use in a Co-creation session.
You may like to use a Ways to grow framework if deciding between several possible
solutions.
Communicate concepts using a Storyboard which can later be used in…
Implementation
6. Testing
Get feedback at several stages of the process.
You will likely revisit Identifying the right people (project team) and prepare to Pilot.
7. Revising and revisiting
Throughout the process will be opportunities to Reflect and redo, guided by Design
principles and guiding mantras.
8. Launching
Be guided by how you Frame your design challenge to Define success. This may be
helped by the use of a Roadmap which should provide scope for ongoing activities to
Monitor and evaluate your solution.
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One successful example of this is the nurse knowledge exchange (Lin, Hughes, Katica,
Dining-Zuber, & Plsek, 2011). A network of hospitals in the United States sought to address
the problem of how nurses communicated information between shifts and completed
handovers. The initial solution failed because it had not involved users (medical staff), in
its design. The product did not fit their needs and required behavioural changes that
were too extensive a departure from their norm. In response, a Human-Centred Design
approach was used to design, implement and scale The Nurse Knowledge Exchange
following a series of mini-trials and extensive field observations and continuous iteration.
This “soft start” approach was credited with the ultimate success of the finished product,
since it had the buy-in from end users.
Several examples of the potential for Human-Centred Design in the classroom are
provided below. A practical resource for educators is available at the Design Thinking for
Educators website (IDEO.org, 2012).
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2014). The authors suggest that CSCL can be seen as a wicked problem – those which
are complex, open-ended and intractable (Australian Public Service Commission, 2007;
Head, 2008) – and one which is well-suited to Human-Centred Design approaches.
Attention is focused at five levels: design details, user interface, systems, social issues and
broad societal implications (Leinonen & Durall-Gazulla, 2014). Interestingly, the authors
did not identify the learning content as a layer – given that different tools are
appropriate for teaching different learning content (think, for example, of pedagogies
as tools (Bereiter & Scardamalia, 2008; van den Broek, 2012), this is an unexplained
omission.
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Human-Centred Design has the potential to disrupt the hierarchy of authority that
academia and research sustains. The collaborative nature of Human-Centred Design,
whereby a team is composed of both practitioners and users, creates a blurring
between the expert/novice division; the mainstay dichotomy of traditional research. The
positioning of the research “subject” as a source of knowledge creates an
interdependency between researcher and the researched. A frequent reversal of the
roles of novice and expert throughout the course of the project facilitates mutual
understanding of respective ideologies which is necessary to conduct collaborative
projects, such as ARC linkages. In such situations, Human-Centred Design can be used to
address one difficult aspect of large scale multi-stakeholder efforts: internal
communication.
One example comes from a study that demonstrated the need to design a
communication strategy to coordinate the use of research findings within a broader
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While policymakers, teachers and researchers may be required to solve problems for
people, the process by which they arrive at those solutions determine whether these
solutions are human-centred. Treating problem-solving as a design challenge,
establishes a further distinction.
While other problem solving strategies may involve the user at some stage, the success
of a human-centred strategy depends on the importance that their involvement is given
and the manner that users are engaged. One example is the common practice of
consulting with stakeholders as part of project work – consultation is not by default
human-centred, although it has the potential to be.
A human-centred approach would start with the customer or stakeholder even before a
clear picture of the problem to be solved has emerged. It makes no initial assumptions
about the current state of affairs; instead it seeks to uncover these to understand the
problem as it is experienced by the customer. The user is placed in prime position
throughout the process as a source of inspiration; all decisions are guided by their needs,
limitations and context, which are kept at the fore throughout the entire design process.
Introducing the user part of the way through the problem-solving process, or using their
data at only a particular stage of the process does not constitute Human-Centred
Design.
The manner in which customers are engaged is another key aspect of Human-Centred
Design, which uses methods that are qualitative, holistic and ethnographic. Emphasis is
placed on developing a relationship with the customer that is empathic, so that
practitioners are able to get as close as possible to understanding the lived experience
of the customer. Interacting with the user solely to advance design work without an
interest in empathic understanding is not Human-Centred Design (Stoker & John, 2009).
This holistic approach can often mean that stakeholders who are not the beneficiaries or
intended users of the product are involved since they are able to provide insights into
contextual factors that may impact on the customer. The identification of analogous
situations is also a source of inspiration, as a way to think “outside the box” or indeed
outside the constraints of the current state of affairs. These attempts seek to ask what we
can learn from other contexts which may have characteristics in common with the one
that we are working with – it may be a case of avoiding a recreation of the wheel.
Even the term “user-centred design” does not adequately capture the intent of Human-
Centred Design. A user-centred approach restricts the focus on people’s roles as users,
rather than allowing this definition to emerge (Steen, 2011). This can be understood by
appreciating that the problem space of Human-Centred Design is often not known until
a contextual analysis of the situation is undertaken; it is through this contextual analysis
that users of a solution can be identified and held at the forefront of the design effort. A
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research participant who is not defined as a user is still potentially very important to
incorporate into the research, since they may provide contextual information.
Human-Centred Design offers the potential to address different aspects of the same
problem, ranging from physical interactions through to metaphysical questions about
meaning ascribed to a product or service. Giacomin (2014) conceptualises this potential
as a system of inquiry spanning the physical-metaphysical continuum, show in Figure 3.
Design solutions that respond to concerns higher up the pyramid offer a wider range of
affordances and the potential to create a deeper impact.
Meaning
(Why)
Semiotics, Communication
and Discourse
(How)
Interactivity
(When)
Human Factors
(Who)
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Conclusion
Human-Centred Design is a problem-solving approach that can be used in the field of
education. This paper has outlined a process and provided examples which
demonstrate some of the potential of Human-Centred Design.
Not all issues can be addressed with Human-Centred Design; it should be considered
one tool in the problem-solving toolkit. Founded on empathic methods and offering a
connection between theory and practice, Human Centred Design has an affinity with
the values of education and the field of human services more broadly, which aims to
serve users, customers and stakeholders in ways that focus primarily on human needs.
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Frameworks
Human-Centred Design has been presented as a framework of methodological
approaches, each of which may be more or less suited to the particular characteristics
of the project and problem space (the area between the current and ideal situation). In
the examples, below, the actors involved in Human-Centred Design, the role they play in
the process and the nature of their interactions inform the framework for determining the
particular approach to be adopted.
Tensions
Steen (2011) bounds Human-Centred Design approaches between the dimensions of
discipline (between research and design) and actor (users and Human-Centred Design
practitioners). The appropriate approach needs to be matched to the particular needs
of the project. Figure 4 represents this methodological space.
Participatory design and co-design are intended to reflect a wide range of methods –
the former in which users of the product help to design it and the latter reflects the
collaboration between ranges of stakeholders in designing a product.
The lead user approach focuses on a select group of innovative users who currently use
the product or similar products but in ways that express insights into the potential needs
of a larger use group, in the future.
Empathic design typically involves observing users, role-playing, visual diaries and other
probes that encourage others to record their experiences and thoughts.
Contextual design is primarily concerned with the observation of people in their natural
environment to understand what people actually do, how they communicate, the
exercise of power and the role of culture, the artefacts that people use, and people’s
physical environment. A challenge here is being able to separate what Human-Centred
Designers know about users to what they know from users.
Ethnography is characterised by field studies that aim at a holistic picture of how people
and their actions are embedded in social and cultural contexts and how this relates to
their creation of meaning.
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Figure 4. Different Human-Centred Design approaches, with different starting points and emphases (Steen, 2011).
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Figure 5. Human-Centred Design approaches positioned on Design Contribution Square (Keinonen, 2009).
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An alternative approach would instead view the customer as a source of inspiration, not
a burden to be endured and a potential risk to be minimised. This valuing also extends to
the design team, who are tasked with imagining new futures through the detailed
analysis of research data and the subsequent generation of concepts beyond the
imagination or current reality of any one user.
This requires a deeply empathic approach to understanding how the daily experience
of navigating our institutional structures connects and interplays with the customer’s
broader experiences and societal context.
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Science-based design
The abductive and experimental nature of Human-Centred Design is at odds with the
inductive and deductive practices of science-based design, although the two
approaches have been shown to be combined effectively (Pascal et al., 2013).
Value can more broadly be understood as deriving from life including and beyond the
human realm. Stevens (2015) argues that life has value because life has intrinsic purpose.
Human-Centred Design stops short of being able to engage with this purpose because it
focuses on the needs of human beings. An evolution of this paradigm would
conceptualise how life more broadly may participate in this problem-solving approach
by extending empathy to non-human life.
Technology-driven design
Human-Centred Design is considered to be particularly effective at incremental
innovation which builds and improves on what already exists (Norman & Verganti, 2012).
In contrast, radical innovation, characterised by complete departure from the current
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state of affairs and accepted practices is considered to be ill-suited for the Human-
Centred Design problem solving approach.
Economist Brian Arthur suggests that some of the most revolutionary devices of the 20 th
Century were not driven by user needs but by the evolution of earlier technologies,
driven by science, advances in engineering and tinkerers; user need is a notably absent
driver (Norman, 2010).
According to Norman and Verganti (2012), the reason that Human-Centred Design is
not considered to be amenable to the production of radical innovation is related to the
nature of the process. The process starts with an analysis of user needs, a search for
technologies or methods that can better satisfy them and then an iterative process of
rapid prototyping and testing, each cycle developing a more refined, more complete
prototype. Since users are predisposed to reflecting on what they already know and
their current meanings, reflection can lead to improvements but not necessarily radical
innovation. The authors consider this predisposition to be a fundamental limiting
characteristic of Human-Centred Design.
Three problems exist with this view. First, the version of Human-Centred Design presented
by Norman and Verganti (2012) is narrow in its view of the role of the user in the research
process and in its understanding of potential solutions. There is no emphasis placed on
the participatory nature of data collection – instead, research is “done” to the user.
Data analysis is similarly limited to an identification of existing “better” solutions, rather
than the creation of new solutions; and interactions are limited to existing semantic and
cognitive frameworks (Giacomin, 2014). This narrow view of the user and of potential
solutions is more closely aligned with user-centred system development design, outlined
by international standards such as ISO 9241-210 “Ergonomics of human-centred system
interaction”. ISO 9241-210 describes Human-Centred Design as “an approach to systems
design and development that aims to make interactive systems more usable by focusing
on the use of the system and applying human factors/ergonomics and usability
knowledge and techniques”. Since designing for a “user” usually involves optimising the
existing characteristics of the product, system or service based on a set of fixed
preconceived plans, this is characterised by limited degrees of interactivity, exploration
and learning (Giacomin, 2014). Yet there are plenty of human-centred research
methods which overcome these limitations resulting from being too close to the problem
such as the study of analogous contexts. The use of inclusive and empathic methods,
which treat the user as a participant rather than an object of study can lead to more
creative and meaningful solutions.
The second problem with this view is the failure to value the role of the Human-Centred
Designer as the ideator, as discussed earlier in relation to the report by Dudley et al.
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(2015). It is the role of Human-Centred Design practitioners to bridge the gap between
researchers and designers on one side, and users on the other side, so that knowledge
and ideas of all participants can be brought together constructively. This ideation
process is critically collaborative and relies on design teams with diverse disciplinary
backgrounds.
Thirdly, this discussion and the examples provided by the authors are limited to the realm
of technology and product development; they are less applicable to system or social
design.
Regardless of these points of contention, this discussion highlights the reason for
adopting technology-driven design over Human-Centred Design as the degree to which
an intended solution should relate to normative expectations. Human-Centred Design
should be adopted in instances where an incremental innovation is being sought,
whereas the dramatic breakthroughs that constitute radical innovation are considered
best achieved by technology-driven design.
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