apps for whom?

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APPS FOR WHOM? Frank Kresin / Research Director @kresin / [email protected] institute for art, science & technology

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Design Thinking for Code for Europe fellows. Shortened version of my presentation delivered on January 22nd in Barcelona during kick-off of the Commons for Europe Fellowship Programme.

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Page 1: Apps for whom?

APPS FOR WHOM?

Frank Kresin / Research Director

@kresin / [email protected]

institute for art, science & technology

Page 2: Apps for whom?

WAAG SOCIETY

Collaborations between- Users- Designers- Programmers- Artists & Scientists

Publish or Perish => Demo or Die

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APPS FOR…

Page 5: Apps for whom?

DEVELOPING TECHNOLOGY FOR

• Self expression and communication• Linking people, groups, communities• Sharing thoughts, blueprints, …• Reflecting & understanding

And discovering it’s

underlying meaning.

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PRINCIPLES

• The best producer is the user• He/she can learn to build anything• Share blueprints & knowledge• Making is crucial to understand

the world we live in

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COPENHAGENLIVINGLAB

EXTENSIVE PARTNERSHIPS

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Creative Care LabWet Lab

Open Design Lab

Future Internet Lab

Creative Learning Lab

Urban Reality Lab

Waag Society’s Labs

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Creative Research

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http://issuu.com/waag/docs/creativeresearch

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WHAT WORLD DOYOU WORK IN?

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“Once you start drawing or making things,you open up new possibilities of discovery.Doodling, drawing, modeling.Sketch make things, and you're likely toencourage accidental discoveries. At the mostfundamental level, what we're talking aboutis play, about exploring borders.”

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DESIGN THINKING

• Design Thinking is a practice & process to solve problems and develop and improve situations, products or services by using applied, practical creativity.

• The intention of Design Thinking is improve the quality of life – on a big and a small scale.

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DESIGN THINKING

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DESIGN “STANCE”

1. Empathy

2. Integral Thinking

3. Optimism

4. Experiments

5. Collaboration

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USERS AS DESIGNERS

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ASK MAKE TRY

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RESEARCH: ASK

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RESEARCH: PLETHORA OF METHODS

http://www.ideo.com/work/method-cards/

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THINKING THROUGH MAKING

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THINKING THROUGH MAKING

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MULTI-DISCIPLINARY TEAMS

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INTERPRETING

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VISUALIZE

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CONCEPT DEVELOPMENT

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MAKE

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PAPER PROTOTYPING

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PROTOTYPING

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TESTING AND EVALUATING

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FAIRPHONE – FIRST SUSTAINABLE TELEPHONE

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…COMMERCIALISING

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AN EXAMPLE

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EXAMPLE: LOCATION BASED MOBILE GAMING

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2002 Amsterdam RealtimeWorld's #1 locationbased realtime user-generated mapWaag Society (Tom Demeyer, Aske Hopman) i.s.m. Stadsarchief, Esther Polak, Jeroen Kee

EXPERIMENT

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In education

2005 Frequentie 1550 World’s #1 Mobile Learning Game Waag Society (Aske Hopman) and KPN, Montessorischool

2009 The IslandTrade game New York- AmsterdamWaag Society (Ronald Lenz) and the John Adams Institute

International During events

CO-CREATION

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Museums cooperate in a mobile tours application

2011 - MuseumApp World’s 1st Mobile Museum tours service

SCALING

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WAAG SOCIETY’S ROLES

• Linking arts, science & society• Human centered concept development• Facilitating innovation processes• Programme & project development• Visualizations, demonstrators & prototypes• Business Model Canvas• Incubating products• Organizing events

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DESIGN THINKING RESOURCES

• Users as Designers booklet http://issuu.com/waag/docs/creativeresearch

• IDEO METHOD CARDS APPhttp://www.ideo.com/work/ideo-method-card-app/

• SERVICE DESIGN TOOLKIThttp://www.servicedesigntoolkit.org/

• HUMAN CENTERED DESIGN TOOLKIThttp://www.ideo.com/work/human-centered-design-toolkit/

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CODE FOR / COMMONS FOR EUROPE

http://codeforeurope.net/

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Frank Kresin@waag @kresinwww.waag.org