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Participatory design
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== Co-design == As mentioned above, one definition of co-design states that it is the process of working with one or more non-designers throughout the design process. This method is focused on the insights, experiences and input from end-users on a product or service, with the aim to develop strategies for improvement.<ref>{{Cite journal |date=2022-06-15 |title=Co-creation, co-design, co-production for public health β a perspective on definitions and distinctions {{!}} PHRP |url=https://www.phrp.com.au/issues/june-2022-volume-32-issue-2/co-creation-co-design-co-production-for-public-health-a-perspective-on-definition-and-distinctions/ |access-date=2023-09-21 |journal=Public Health Research & Practice |language=en-US |doi=10.17061/phrp3222211|pmid=35702744 |last1=Vargas |first1=C. |last2=Whelan |first2=J. |last3=Brimblecombe |first3=J. |last4=Allender |first4=S. |volume=32 |issue=2 |s2cid=249663814 |doi-access=free }}</ref> It is often used by trained designers who recognize the difficulty in properly understanding the cultural, societal, or usage scenarios encountered by their user. C. K. Prahalad and Venkat Ramaswamy are usually given credit for bringing co-creation/co-design to the minds of those in the business community with the 2004 publication of their book, The Future of Competition: Co-Creating Unique Value with Customers. They propose: {{Blockquote|The meaning of value and the process of value creation are rapidly shifting from a product and firm-centric view to personalized consumer experiences. Informed, networked, empowered and active consumers are increasingly co-creating value with the firm.<ref>{{cite journal|title=Co-creating unique value with customers|first1=C.k.|last1=Prahalad|first2=Venkat|last2=Ramaswamy|date=1 June 2004|journal=Strategy & Leadership|volume=32|issue=3|pages=4β9|doi=10.1108/10878570410699249}}</ref>}} The phrase co-design is also used in reference to the simultaneous development of interrelated software and hardware systems. The term co-design has become popular in mobile phone development, where the two perspectives of hardware and software design are brought into a co-design process.<ref>{{cite web|url=http://esweek.acm.org/codesisss/|title=Embedded Systems Week β October 15β20, 2017 β Seoul, South Korea}}</ref> Results directly related to integrating co-design into existing frameworks is "researchers and practitioners have seen that co-creation practiced at the early front end of the design development process can have an impact with positive, long-range consequences."<ref>Sanders, E.B.N., & Stappers, P.J. (2008). Co-creation and the new landscapes of design. Codesign, 4(1), 5β18.</ref> === New role of the designer under co-design === Co-design is an attempt to define a new evolution of the design process and with that, there is an evolution of the designer. Within the co-design process, the designer is required to shift their role from one of expertise to one of an egalitarian mindset.<ref name=":0" /> The designer must believe that all people are capable of creativity and problem solving. The designer no longer exists from the isolated roles of researcher and creator, but now must shift to roles such as philosopher and facilitator.<ref name=":1" /> This shift allows for the designer to position themselves and their designs within the context of the world around them creating better awareness. This awareness is important because in the designer's attempt to answer a question, "[they] must address all other related questions about values, perceptions, and worldview".<ref name=":1" /> Therefore, by shifting the role of the designer not only do the designs better address their cultural context yet so do the discussions around them.
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