Creating Participation: the move towards enabling people to technology to community interaction.
Saturday, March 5, 2011 from 10:00 AM to 7:30 PM (GMT)
London, United Kingdom
are seriously considering the value of practicing an interactive approach to the design and development of their urban environments, using
we-think thinking from the Internet in the participation, sharing and
collaboration of ideas and information, but is technology able to live up to its promise?
The final workshop opens with an on-site session presented by guest speaker Steve McAdam, (Fluid and Soundings) an architect with extensive experience in urban regeneration, masterplanning and participatory design, leading major urban regeneration projects in both the public and private sectors across the UK.
He will be discussing how in the UK the new Localism Bill will allow a multi-disciplinary and participatory approach to urban design in the communities that surround us, and in particular how it could address the challenge of disappearing social systems, questioning the value of technology to encourage participation. Followed by a facilitated Q&A session.
The morning will be concluded with a real-life case study, presenting the past challenges and future projections of Kings Cross St. Pancras as the introduction to the official Creating Engines of Participation Challenge kick-off.
The afternoon session will be introduced by guest speaker, Alexandra Deschamps-Sonsino, (Tinker.it! and designswarm) and an active conference speaker focused on service design, interaction design and how design will evolve out of it's current state into a de-centralised model of empowerment and DIY problem-solving with the help of new technologies. She will present the contrary position, discussing the participation potential enabled by conscious design of interactive technology.
Invited Participants: Tim Davis (Director of Practical Participation), Tal Oron (Creative Technologist), Bruno Taylor (Service and Social design in the Public and Third sector and Director of Common Ground), Daniel Hirschmann (Artist and Educator), Bethany Koby (Designer, Artist and Entrepreneur) and Eva Xie (final year MA Creative Practice for Narrative Environments student at Central Saint Martins)
The structure of NearLabs is a “learning together by doing” professional workshop platform for the conception of future products and services with trademarked intellectual property. Workshops are structured to utilise the combined intelligence of the participating group, facilitated by the professional team at NearLabs and supported by NearInteraction.
Typical “learning together by doing” practices include
facilitated brainstorms, curated problem solving exercises,
experience-based-learning, case methods and physical prototyping
sessions aided by a collection of tools especially created to stimulate creative thought.
During the course of the day, participants will connect meaningfully over a series of nine conducted collaborative "learning together by doing" sessions, as they unite together to face the common challenge.
SATURDAY 10.00am sharp at Kings Cross St. Pancras (location TBC)
Guest Speaker Steve McAdam and on-site walk.
Introduction on-site of the Case Study.
Facilitated Q&A over tea and coffee.
Creating Engines of Participation Challenge kick-off.
Themed introductions from each participant.
Participants are divided into multi-disciplinary groups of 5.
(Regroup at Soundings)
Telling Stories: StoryTelling work-cards are introduced as the greater framing structure towards effectively designing and creating solution to your challenge. Great stories stimulate both an emotional and a logical response. The StoryTelling cards are used throughout the workshop as aspirational and motivational pointers.
Mapping the Ecology: encourages each group to get to grips with the challenge by using the Sense of Belonging toolkit, -a set of thinking tools designed to establish key players, identify relationships, and easily examine multiple points of view.
Guest Speaker Alexandra Deschamps-Sonsino
Inspiration Vault: free capturing of the group's collective inspiration examples coming from their individual multi-disciplinary professional experiences.
- Lunch -
Of Superheros: returning to the StoryTelling work-cards to discuss challenges and dream up superheros and superpowers.
Braving the blank page: working together with pens, pencils and sheets of paper, the group begins the search for solutions. This session is divided into two facilitated exercises, the collection of ideas regardless of their percieved relevance, and the combination and extension of ideas.
Design Thinking: clarification and evaluation of the groups collected ideas base, exploring the balance between practical functionality and emotional appeal using Narrative Ecology's FVD (feasibility, viability and desirability) and NWD (needs, wants and desires) scenario-building sheets.
Idea Synthesis: Sunday morning starts off with a lively group debate, voting on the top 3 promising ideas.
- Networking and Refreshment Break -
Elevator Pitch: each group prepares a 3 minute Top 3 presentation that will be addressed to the workshop participants as a whole, ensuring shared knowledge across all participants, and opening the ideas to a greater audience for voting, one solution for each group will be chosen to take forward.
Questorming: this technique involves brainstorming the questions around the solution, because at the this stage there are often more questions than answers. The questions will form the framework for constructing future action.
Interactions: developed by NearLabs in partnership with NearInteraction, these cards are an exhaustive set of diagrams of up-to-date interactive technologies, exploring and de-mystifying concepts as varied as social media intergration to smartphone and tablet applications to tangible and gestural solutions. These solution provokers are guaranteed to entice you into talking big and thinking bigger about services that can make a practical difference when talking people to people interactions, matching people with a platform to connect and interact.
- Networking and Refreshment Break -
Wild Card: The StoryTelling work-cards are re-engaged, throwing each group an unexpected curve ball!
5 Minutes: presented by Bruno Taylor (Service and Social design in the Public and Third sector and Director of Common Ground)
Good Participation: a session intergrating the group's solution with the Good Participation flash set, an essential collection of valuable good participation touchpoints, this flash set creates a jumpstart platform for the analysis and establishment of effective solutions for participation.
Presentations: the workshop will be concluded with a 5 minute presentation from each group to the workshop participants as a whole, explaining the group's final solution to the Creating Engines of Participation Challenge.
- Workshop Wind Down over drinks -
Participants are able to combine their new learnt information with their diverse knowledges to produce new insights and plans for action, to inform the needs of their individual organizations, institutions, products, and services.
NearLabs events result in the generation of valuable, tangible outcomes with unique intellectual property, that is co-owned by NearLabs and those participating, which is published, trademarked and distributed to the attending participants, and made available for future use.
At each workshop NearLabs provides the participants with a set of tools, probes and thought-provokers to inform and facilitate the innovation process, sets of cards, flash sets and scenario sheets designed to operate on principles that encourage creativity and collective ownership, allowing the users the ability to be intuitive, recognise patterns, and explore the full potential.
Participants go home with a selection of these thinking tools, as well as the ability to purchase complete copies directly from NearLabs at 40% of the retail price.
In addition to this, each participant will recieve a digital compiled work outlining the challenges and potential solutions documenting the IP generated at the workshop. This document is co-owned by NearLabs and those participating for future use.
A book will be self-published encompassing the complete series of the 2011 Decoding Participation, Engagement and Interaction with Technology Series workshop results due in April 2011, and available for purchase directly from NearLabs at cost price for past attendees.
The workshop audience is typically a multi-disciplinary mix, including: community workers, entrepreneurs, service designers, social entrepreneurs, social innovators, project managers at community centers, participation producers, public arts programmers, public engagement consultants, product developers, and those with positions that include market/customer insights, research and development, strategy and innovation.
Participants should importantly bring ideas! as well as a notebook, favourite pens or pencils. Everything else will be provided. Please note, laptops will be frowned upon! this is a hands-on workshop with people to people networking and participation.
We want you thinking, talking and connecting!
seating of participants to ensure an intimate workshop. Due to a
high nature of enquiries and interested participants, tickets sell out
fast, so we have 3 waiting seats available if there is a cancellation.
The Decoding Participation, Engagement and Interaction with Technology workshop series form a 3 part succession of related yet independent sessions taking place during February 2011.
Registration to each workshop must be made separately. Discounts are
available for booking 2 or 3 workshops at one time, please select the relevant
price option and directly re-register on the relevant 2nd or 3rd workshop pages
selecting the PAID-A, B or C option.
When & Where
facilitated by Crystal Campbell + Diogo Terroso
Crystal Campbell and Diogo Terroso facilitate workshops for the conception of future products and services. By utilising the combined intelligence of the participating group and 'learning together by doing' practices, including a hybrid mismatch of facilitated brainstorms, curated problem solving exercises, experience-based-learning, storytelling, case methods and physical prototyping sessions. The results is the rapid generation of valuable, tangible outcomes available for all participants future use. Expect the unexpected.