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Design for well-being in China: lessons learned from exploratory workshops

Published: 12 August 2012 Publication History

Abstract

Co-design methods such as game-like design workshops have been developed in Western countries for years. Through game-like tasks, participants are able to participate equally in collaborative design. When Asian participants are involved, the social hierarchy tends to have a stronger influence on the group's communication. The co-design method needs to be adjusted to suit the cultural context. In the field of participatory design, the transformation process from users' needs to design inspiration is ambiguous and needs more explicit discussion. This paper describes our reflections on and lessons learned from a case study called "Active aging: designing for well-being in China" conducted in Beijing in 2011. Senior citizens aged 65 to 80 from the local community were involved in the participatory design process as potential end-users. In a series of three generative workshops, we incrementally adjusted the design tools and techniques in order to retrieve users' insights and transmit the knowledge to the ideation phase. Three forms of artifacts, verbal stories, design debriefing and design cards, were explored and experimented with in our study. Through our action research, we also reflect on the limitations and challenges of conducting participatory design with seniors in China.

References

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Brandt, E. (2006). Designing exploratory design games: a framework for participation in Participatory Design? Proceedings of the ninth conference on Participatory design: Expanding boundaries in design - Volume 1, PDC '06 (pp. 57--66). New York, NY, USA: ACM.
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  • (2020)Design Card SetsProceedings of the 2020 ACM Designing Interactive Systems Conference10.1145/3357236.3395516(419-428)Online publication date: 3-Jul-2020
  1. Design for well-being in China: lessons learned from exploratory workshops

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    cover image ACM Other conferences
    PDC '12: Proceedings of the 12th Participatory Design Conference: Exploratory Papers, Workshop Descriptions, Industry Cases - Volume 2
    August 2012
    162 pages
    ISBN:9781450312967
    DOI:10.1145/2348144
    Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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    • CPSR: Computer Professionals for Social Responsibility
    • Roskilde University

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    Association for Computing Machinery

    New York, NY, United States

    Publication History

    Published: 12 August 2012

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    Author Tags

    1. artifact
    2. co-design workshop
    3. design games
    4. seniors
    5. well-being

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    PDC '12
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    • CPSR
    PDC '12: 12th Participatory Design Conference
    August 12 - 16, 2012
    Roskilde, Denmark

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    Overall Acceptance Rate 49 of 289 submissions, 17%

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    • (2020)Design Card SetsProceedings of the 2020 ACM Designing Interactive Systems Conference10.1145/3357236.3395516(419-428)Online publication date: 3-Jul-2020

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