COCREATION WORKSHOPS

Co-creation is a fundamental component of MUV’s approach in order to provide an effective mobility solution that communities are willing to adopt.
Through organizing and running the co-creation sessions with local communities and stakeholders, the needs and preferences of the participants are examined, local mobility habits become clear, local issues are identified, and the design of site specific reward strategies will be researched and developed by the participants of the sessions.

 PHASE IPHASE IIPHASE III

AMSTERDAM

January 22nd, 2018, January 29th, 2018, February 5th, 2018, February 12th, 2018From August to October 2018
To be determined
From May to July 2019
To be determined

BARCELONA

January 31st, 2018From August to October 2018
To be determined
From May to July 2019
To be determined

FUNDÃO

January 12th, 2018, January 28th, 2018, February 7th, 2018From August to October 2018
To be determined
From May to July 2019
To be determined

GHENT

January 16th, 2018, January 31st, 2018, February 16th, 2018From August to October 2018
To be determined
From May to July 2019
To be determined

HELSINKI

January 22nd, 2018, January 31st, 2018From August to October 2018
To be determined
From May to July 2019
To be determined

PALERMO

December 15-16th, 2017From August to October 2018
To be determined
From May to July 2019
To be determined

COCREATION TOOLKIT

Aim of the co-creation toolkit is to guide, inspire and support the engagement of communities and the implementation of the co-design workshops in each neighborhood.

DISCOVERY

  • WORLD CAFE – Facilitators create a cafe-style setting and provide simple guidelines. Participants then self-organise and explore a set of relevant topics or questions for conversation. It enables meaningful discussions entirely driven by participants and the issues that are relevant and important to them.
    Material Needed – Flipchart papers and markers.
    References[1]
  • CULTURAL PROBES – The probes are small packages that can include any sort of artefact along with evocative tasks, from postcards to notebooks or cameras to take pictures of relevant moments of their everyday life. The packages are given to participants to allow them to record specific events, feelings or interactions. This tool provides direct ad uncodified knowledge about users, that may not be captured in interviews or other tools to get user information.
    Material Needed – A kit including any sort of artefact (like a map, postcard, camera or diary) and instructions.
    References[1]
  • MOBILE PROBES – Mobile probes are inspired to cultural probes and qualitative interview and inquiry approaches. Like in Cultural Probes, the participants are requested to take pictures and provide information about certain aspects of their everyday life, but in this case the instructions on what information is needed are given during the probing people as a task, using messages on the participants’ mobile.
    Material Needed – A mobile phone.
    References[1] [2]
  • PERSONAS – The personas are archetypes built after research of the potential users. “Each persona is based on a fictional character whose profile gathers up the features of an existing social group. In this way, the personas assume the attributes of the groups they represent: from their social and demographic characteristics to their own needs, desires, habits and cultural backgrounds.”(Service Design Tools). This tool helps stakeholders to think on behalf of someone, represented by the persona.
    Material Needed – The canvas and post-its.
    References[1]
  • EMPATHY MAP – A visual model to structure knowledge about the potential users and other key stakeholders. Empathy map helps to understand how the key groups would feel about the service/product being developed. It helps the service developers to visualise the world from the user’s perspective.
    Material Needed – Large printed or drawn empathy map template, Markers, Post-its.
    References[1]
  • USER JOURNEY MAPPING – This tool visually captures the customer experience across touchpoints, including what the customer is doing, thinking, and/or feeling over time.
    Material Needed – Paper, Pen and Markers.
    References[1]
  • WALKSHOPS – Walkshop is a useful method when there is a need to explore the physical environment. It gives a concrete idea of the case area. Walkshop presents local issues in a memorable way. It enables observing and identifying mobility problems and possibilities in the real environment. It is a short, engaging activity to involve people in the physical space of a city, to observe and to document where the digital world is sensing the presence and the environment by walking together with users.During this activity, participants walk along the predetermined routes, discuss the issues in the area, and take photos and videos to document the process. This tool aims to bring the evaluation into the context, rather than bringing the user’s context into the evaluation situation. The walking component of a walkshop can be followed by a workshop for further discussion about the observations.
    Material Needed – A venue and materials for wrap-up workshop and discussion,Take away coffee,A map.
    References[1]

IDEA GENERATION

  • CRAZY 8 – It is a sketching exercise that challenges people to sketch 8 ideas in 8 minutes. Pushes participants to think beyond their first idea and generate a wide variety of ideas in a short timeframe.
    Material Needed – Sheets of a4 paper, Pens, Sticky dots.
    References[1]
  • DESIGN THE BOX – In this exercise, each team creates a physical box to sell their idea, whether their idea is a tangible product or not. Imagining a package for their idea helps participants to decide important functions and other aspects of their vision.
    Material Needed – A plain box for each team, Big markers, coloured paper, old magazines, glue sticks, scissors, stickers, etc.
    References[1]
  • DESIGN ORIENTED SCENARIOS – This is a method that participant can use to share common visions and decide which actions in the present should be implemented to address those visions. Design orienting scenarios are a set of motivated, structured visions that aim to catalyze the energy of the various actors involved in the design process, generate a common vision, and hopefully cause their actions to converge in the same direction. They consist of three fundamental components: a vision, a motivation, and a strategy. The scenarios are deducted from mapping those elements on Polarity Diagrams and described in a way that can support present design decisions.
    Material Needed – Markers, Paper (flipchart).
    References[1]
  • ROUGH PROTOTYPING – A quick method to build prototypes using all the objects and materials available in that specific moment and location. This tool supports the visualisation of ideas and a way to be sure that all the members of the team are talking about the same thing.
    Material Needed – Some materials to prototype such as cartoons, glue, playdough, lego, yarn, fabrics etc.
    References[1]
  • ITERATION DICE – The Iteration Dice is a playful tool to force the designers to make choices and decisions about the concept and develop it further. It can be used when a group is stuck while designing a concept during a session in a co-creative space. It starts by rolling the dice. Throwing the dice will result in a specific symbol. Each symbol represents an action to take; e.g., scissors represents taking something away from the concept. Thus by throwing the dice in each round, the concept idea evolves.
    Material Needed – A large dice with pictures on it.

NEGOTIATION

  • STICKY DOTS (ZEN/DOT VOTING) – It is a facilitation method used to describe voting with dot stickers helps to make choices. Each participant has three sticky dots to vote the most compelling ideas.
    Material Needed – Sticky dots.
    References[1]
  • ACTION PLAN WORKSHOP: THE ARROW – The arrow is a tool that supports participants to define, decide and achieve their goals on a holistic level. This workshop consists of following steps: Participants visualise their life in a year. Then they imagine the key factors that supported the vision to be realised. Afterwards, they identify three hindering factors that almost made them fail. Following this, participants consider steps they have already taken toward their vision. Participants map out each step on the arrow it represents tasks in an action plan to achieve the vision.
    Material Needed – Markers, Post-its.
    References[1]
  • THEORY OF CHANGE – “Theory of Change is a diagram that explains how a programme has an impact on its beneficiaries”(Nesta, n.d.). The method is based on defining desired goals and working back in time to explore the conditions that should be in place for the goals to occur. Completing a theory of change diagram helps to map out the necessary steps need to be taken to achieve a particular goal. It starts with identifying and writing down the problem wanted to be solved and the long-term change wished to be made, then the boxes in the diagram, from the present to the desired solution should be filled , including the ultimate goal(s), intermediate outcomes, activities, the causal links and the assumptions.
    Material Needed – The Canvas, Post-its, Markers.
    References[1]
  • VALUE PROPOSITION CANVAS – Value Proposition Canvas is a tool to understand customers needs, and design products and services they want and helps to create, design and implement value propositions.
    Material Needed – The Canvas, Markers, Post-its.
    References[1]
  • MOTIVATION MATRIX – Motivation matrix is a tool that helps to figure out stakeholders interactions and mutual interests within a service system. It is a matrix in which the stakeholders involved in a service are listed in both the first row and first column. Each cell in the matrix represents an actor’s motivation for collaborating with the stakeholders in the other cells.
    Material Needed – Markers, Paper (Flipchart).
    References[1]
  • BUSINESS MODEL CANVAS – Business Model Canvas is a strategic tool can be used for designing, describing, challenging, and pivoting a business model. The information elicited by the canvas may also be used to structure the design process and the architecture of an innovative solution.
    Material Needed – The Canvas, Post-its, Markers.
    References[1]