It’s been quiet here, for reasons which will be explained later, but in the meantime I should mention that CarbonCulture (with whom I’ve been working for the past two years as part of the TSB-supported EMPOWER collaboration) has a new blog.
In anticipation of the forthcoming public launch of the CarbonCulture product, we’re introducing some background on behaviour change approaches, energy use and environmental impact. The first few posts (as of today) introduce:
A couple of weeks ago, at dConstruct 2011 in Brighton, 15 brave participants took part in my full-day workshop ‘Influencing behaviour: people, products, services and systems’, with which I was very kindly assisted by Sadhna Jain from Central Saint Martins. As a reference for the people who took part, for me, and for anyone else who might be intrigued, I thought I would write up what we did. The conference itself was extremely interesting, as usual, with a few talks which provoked more discussion than others, as much about presentation style as content, I think (others have covered the conference better than I can). And, of course, I met (and re-connected with) some brilliant people.
I’ve run quite a few workshops in both corporate and educational settings using the Design with Intent cards or worksheets (now also available as a free iPad app from James Christie) but this workshop aimed to look more broadly at how designers can understand and influence people’s behaviour. This is also the first ‘public’ workshop that I’ve done under the Requisite Variety name, which doesn’t mean much different in practice, but is something of a milestone for me as a freelancer.
In the previous post I outlined what I had planned, and while in the event the programme deviated somewhat from this, I think overall it was reasonably successful. Rather than using a case study (I feel uneasy, when people are paying to come to a workshop, to ask them effectively to do work for someone else) we ran through a series of exercises intended to explore different aspects of how design and people’s behaviour relate to each other, and perhaps uncover some insights which would make it easier to incorporate a consideration of this into a design process.
As mentioned here, I’ve finally got round to putting a survey online to capture some people’s experiences with using the Design with Intent cards. A few people have already very kindly filled in prototype versions of these questions in different contexts.
So, if you’ve downloaded the cards, or used a printed version, and you have a spare few minutes, it would be very much appreciated if you could have a go at this survey – it’s anonymous (if you like), all the questions are optional, and the whole thing should be quick to do.
It’s been a very very very busy year, and that’s my main excuse for not blogging for far too long. There are many interesting people, interesting things and ideas and opportunities, and unresolved thoughts that need to be talked about, but haven’t been. And many people who’ve got in touch that I just haven’t got round to replying to. I apologise. For quite a while it’s been easier to use Twitter than to blog here. That’s a shame, but it’s also enabled me to get to know (virtually or otherwise) a great group of very clever people. I’ve been to Copenhagen, Ghent, Delft and Enschede on Design with Intent-related business, as well as managing to go camping on the Isles of Scilly with Harriet, which was fantastic.
Apologies for the silence here, but I’m writing up my PhD thesis at present and trying to get as much as possible done before an exciting new project starts in August (which I will tell you about in due course!). I won’t be able to get it all done before then, but am trying to get to a stage where the rest of it doesn’t seem insurmountable.
It’s been a long time coming, but a year after v.0.9, the new Design with Intent toolkit, DwI v.1.0, is ready. Officially titled Design with Intent: 101 Patterns for Influencing Behaviour Through Design, it’s in the form of 101 simple cards, each illustrating a particular ‘gambit‘ for influencing people’s interactions with products, services, environments, and each other, via the design of systems. They’re loosely grouped according to eight ‘lenses‘ bringing different disciplinary perspectives on behaviour change.
The cards (Download them here)
The intention is that the cards are useful at the idea generation stage of the design process, helping designers, clients and – perhaps most importantly – potential users themselves explore behaviour change concepts from a number of disciplines, and think about how they might relate to the problem at hand. Judging by the impact of earlier iterations, the cards could also be useful in stakeholder workshops, and design / technology / computer science education.