| Literature DB >> 26516621 |
Simon Bowen1, Helena Sustar2, Daniel Wolstenholme3, Andy Dearden4.
Abstract
Engaging young people in participatory design can be challenging, particularly in health-related projects. In a study co-designing diabetes support and information services with teenagers, we found framing activities using popular culture was a useful strategy. Various cultural references helped us stage activities that were productive for the design process, and were engaging for our young participants (e.g. exploring practical implications through discussions in a 'Dragons' Den'). Some activities were more effective than others and the idea of language-games, which has been widely explored in participatory design, explains why our strategy was successful when there was a clear 'family resemblance' between the popular cultural references and certain essential stages of designing. However, attention is required in selecting appropriate cultural references if this strategy is adopted elsewhere, and design facilitators should focus first on devising accessible language-games, rather than expecting popular cultural references to provide complete solutions to the challenge of staging participatory design.Entities:
Keywords: Diabetes; Participatory design; Service design; Teenagers
Year: 2013 PMID: 26516621 PMCID: PMC4579821 DOI: 10.1016/j.ijcci.2014.02.001
Source DB: PubMed Journal: Int J Child Comput Interact ISSN: 2212-8689
Fig. 1Visualisation of young people’s feelings of engagement with their diabetes.
Fig. 2Adopted five-stage design process and eight creative workshops.
Fig. 3The ‘cool wall’ created by participants.
Fig. 4‘Aaron’s’ facebook profile.
Fig. 5Storyboard sketches for the ‘Tear-Free Testing’ service idea.
Fig. 6Teenagers presenting ‘Tear-Free Testing’ during the ‘Dragons’ Den’.
Fig. 7Elements of the ‘information factory’ visualisation.
Fig. 8Social media functionality on the ‘Whose Diabetes is it?’ web site.