Source: http://www.alessi.it/it/3/1055/accessori-da-cucina/juicy-salif-spremiagrumi
Any customer can have a car painted any colour that he wants so long as it is black.
Henry Ford
an approach to systems design and development that aims to make interactive systems more usable by focusing on the use of the system and applying human factors/ergonomics and usability knowledge and techniques
Source: ISO 9241-210
ISO 9241-210:2010 provides requirements and recommendations for human-centred design principles and activities throughout the life cycle of computer-based interactive systems. It is intended to be used by those managing design processes, and is concerned with ways in which both hardware and software components of interactive systems can enhance human–system interaction.
Source: ISO 9241-210
Source: ISO 9241-210
Human–computer interaction (HCI) involves the study, planning, and design of the interaction between people (users) and computers. It is often regarded as the intersection of computer science, behavioral sciences, design and several other fields of study.
Source: http://en.wikipedia.org/wiki/Human%E2%80%93computer_interaction
Source: http://www.ideo.com/work/human-centered-design-toolkit/
Source: http://www.hcdconnect.org/
Source: http://www.hcdconnect.org/
Source: http://vimeo.com/68659872
Participatory design (known before as cooperative design) is an approach to design attempting to actively involve all stakeholders (e.g. employees, partners, customers, citizens, end users) in the design process in order to help ensure the product designed meets their needs and is usable.
User-centered design (UCD) is an approach to design that grounds the process in information about the people who will use the product. UCD processes focus on users through the planning, design and development of a product.
Usability Professionals' Association
Source: http://www.usabilityprofessionals.org/usability_resources/about_usability/what_is_ucd.html
Gould, J. D., & Lewis, C. (1985). Designing for usability: key principles and what designers think. Commun. ACM, 28(3), 300–311. doi:10.1145/3166.3170
Source: http://www.wqusability.com/articles/language-usability-tekom-proceedings.html
design model vs. user model
as understood by designers vs. as understood by users
Source: Rizzo, F. (2009). Strategie di co-design : teorie, metodi e strumenti per progettare con gli utenti. Milano: F. Angeli.
Source: Mack, R. L., & Nielsen, J. (1994). Usability inspection methods. Wiley & Sons.
Source: Tullis, T., & Albert, W. (2013). Measuring the User Experience: Collecting, Analyzing, and Presenting Usability Metrics (Interactive Technologies) (2 edition.). Morgan Kaufmann.
Source: Norman, D. A. (2013). Design of everyday things. [S.l.]: Basic Books.
Source: Norman, D. A. (2013). Design of everyday things. [S.l.]: Basic Books.
Source: Norman, D. A. (2013). Design of everyday things. [S.l.]: Basic Books.
Source: Norman, D. A. (2013). Design of everyday things. [S.l.]: Basic Books.
Source: Ritter, F. E., Baxter, G. D., & Churchill, E. F. (2014). Foundations for Designing User-Centered Systems: What System Designers Need to Know about People (2014 edition.). New York: Springer.
Experience Design focuses on the need of designing the quality and the esthetics of the experiences that people live while interacting with an artifact, wether material or immaterial, physical or cognitive, putting on the first level the concept of user experience.
Source: Rizzo, F. (2009). Strategie di co-design : teorie, metodi e strumenti per progettare con gli utenti. Milano: F. Angeli.
Two possible interpretations:
Source: Rizzo, F. (2009). Strategie di co-design : teorie, metodi e strumenti per progettare con gli utenti. Milano: F. Angeli.
Source: Rizzo, F. (2009). Strategie di co-design : teorie, metodi e strumenti per progettare con gli utenti. Milano: F. Angeli.
Source: Norman, D. A. (2004). Emotional design why we love (or hate) everyday things. New York: Basic Books.
Source: http://www.themindensemble.com/tag/mind-processing-chair-emotiv-epoc-anton-rhino/
Source: http://www.wefeelfine.org/
Experience Design does not aim at understanding how products enter effectively into people's activities. This was the aim of UCD [...] UED tries to understand the deep meaning of how artifacts enter reflexively in relations with the users, of how people understand themselves in relation to the artifacts. Experience Design aims at an empathic understanding of the user [...] [the designer is] an interpreter. The role of an interpreter is to mediate the user experience inside a design process.
Source: Rizzo, F. (2009). Strategie di co-design : teorie, metodi e strumenti per progettare con gli utenti. Milano: F. Angeli.
Source: Pine, B. J., & Gilmore, J. H. (1999). The experience economy work is theatre & every business a stage. Boston: Harvard Business School Press.
Co-design is defined as a form of collaboration aiming at design [...] It is a methodology for the designing with the users and not necessarily for the users.
Source: Rizzo, F. (2009). Strategie di co-design : teorie, metodi e strumenti per progettare con gli utenti. Milano: F. Angeli.
Source: Sanders, E., & Stappers, P. J. (2008). Co-creation and the new landscapes of design. CoDesign, 4(1), 5–18. doi:10.1080/15710880701875068
The authors take co-creation to refer to any act of collective creativity, i.e., creativity that is shared by two or more people.
By co-design we indicate collective creativity as it is applied across the whole span of a design process, as was intended by the name of this journal. Thus, co-design is a specific instance of co-creation.
Source: Sanders, E., & Stappers, P. J. (2008). Co-creation and the new landscapes of design. CoDesign, 4(1), 5–18. doi:10.1080/15710880701875068
The goal of the explorations in the front end is to determine what is to be designed and sometimes what should not be designed and manufactured.
Source: Sanders, E., & Stappers, P. J. (2008). Co-creation and the new landscapes of design. CoDesign, 4(1), 5–18. doi:10.1080/15710880701875068
But it is now becoming apparent that the user-centered design approach cannot address the scale or the complexity of the challenges we face today. We are no longer simply designing products for users. We are designing for the future experiences of people, communities and cultures who now are connected and informed in ways that were unimaginable even 10 years ago.
Source: Sanders, E., & Stappers, P. J. (2008). Co-creation and the new landscapes of design. CoDesign, 4(1), 5–18. doi:10.1080/15710880701875068
Source: Rizzo, F. (2009). Strategie di co-design : teorie, metodi e strumenti per progettare con gli utenti. Milano: F. Angeli.
Source: Mattelmäki, T. (2006). Design probes. Retrieved from https://www.taik.fi/kirjakauppa/product_info.php?products_id=28
Source: http://www.flickr.com/photos/93570163@N02/9204754137/
Source: Rizzo, F. (2009). Strategie di co-design : teorie, metodi e strumenti per progettare con gli utenti. Milano: F. Angeli.
Source: Rizzo, F. (2009). Strategie di co-design : teorie, metodi e strumenti per progettare con gli utenti. Milano: F. Angeli.
Source: Von Hippel, E. (1988). The sources of innovation. New York: Oxford University Press. Retrieved from http://web.mit.edu/evhippel/www/sources.htm
Source: Von Hippel, E. (2005). Democratizing innovation. Cambridge Mass.: MIT Press. Retrieved from http://web.mit.edu/evhippel/www/democ1.htm
Source: http://commons.wikimedia.org/wiki/File:Plan_B_(3598746031).jpg
Source: http://commons.wikimedia.org/wiki/File:Devinci_bike.JPG
Source: http://www.youtube.com/watch?v=tNKrX1QxN6U&list=PLD4C0E9AEDF085119
Source: Arnstein, S. R. (1969). A ladder of citizen participation. Journal of the American Institute of planners, 35(4), 216–224.
Source: Hart, R. A. (1997). Children’s participation: the theory and practice of involving young citizens in community development and environmental care. Earthscan. Retrieved from http://www.cabdirect.org/abstracts/20016783259.html
Source: NACTAS Q4 2006 Survey.
Source: http://www.nngroup.com/articles/participation-inequality/
Source: Chesbrough, H. W. (2003). Open Innovation: The New Imperative for Creating and Profiting from Technology. Harvard Business School Press.
Source: Chesbrough, H. (2011). Open Services Innovation: Rethinking Your Business to Grow and Compete in a New Era (1st ed.). Jossey-Bass.
Source: http://www.crowdsourcing.org/editorial/open-innovation-creating-through-community-creation/16499
Source: http://www.innocentive.com/
Source: http://www.santacole.com/en/catalogo/lamparas-de-sobremesa
Source: http://www.santacole.com/en/catalogo/arboles-de-gran-desarrollo
Source: http://www.santacole.com/en/catalogo/clasicos-del-diseno
A (software) project published with a license that facilitates its access + modifying + sharing in a collaborative way.
A (software) project developed collaboratively by a community, based not on hierarchy but on reputation.
Source Code (human readable)
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Binary Code (machine readable)
Source: http://content.time.com/time/covers/0,16641,19840416,00.html
Source: http://stallman.org/
Source: http://en.wikipedia.org/wiki/GNU
“Free software” means software that respects users' freedom and community. Roughly, the users have the freedom to run, copy, distribute, study, change and improve the software. With these freedoms, the users (both individually and collectively) control the program and what it does for them.
RMS Stallman
Source: http://www.fsf.org/
Source: Richard Stallman. (2010). Free Software, Free Society - Selected Essays of Richard M. Stallman, 2nd Edition. GNU Press. Retrieved from http://archive.org/details/FreeSoftwareFreeSociety-SelectedEssaysOfRichardM.Stallman2nd
Source: http://en.wikipedia.org/wiki/Ubuntu_(operating_system)
Source: http://youtu.be/aW8KVq52CYU
Source: Raymond, E. S. (2001). The Cathedral & the Bazaar: Musings on Linux and Open Source by an Accidental Revolutionary (Revised.). O’Reilly Media. Retrieved from http://www.catb.org/~esr/writings/cathedral-bazaar/
Source: Kuwabara, K. (2000). Linux: A Bazaar at the Edge of Chaos. First Monday, 5(3). Retrieved from http://firstmonday.org/article/view/731/640
Source: http://opensource.org/
Source: http://opensource.org/osd
Source: http://opensource.org/osd
Source: http://www.gimp.org/
Source: http://www.inkscape.org/
Source: http://www.blender.org/
Source: http://youtu.be/YE7VzlLtp-4
Source: http://www.scribus.net/
“Open innovation is sometimes confated with open source methodologies for software development. There are some concepts that are shared between the two, such as the idea of greater external sources of information to create value. However, open innovation explicitly incorporates the business model as the source of both value creation and value capture. This latter role of the business model enables the organization to sustain its position in the industry value chain over time. While open source shares the focus on value creation throughout an industry value chain, its proponents usually deny or downplay the importance of value capture.”
Source: Chesbrough, H. (2011). Open Services Innovation: Rethinking Your Business to Grow and Compete in a New Era (1st ed.). Jossey-Bass.
Source: http://opendefinition.org/
Source: http://okfn.org/opendata/
Source: http://opendatahandbook.org/
Source: http://openspending.org/
Source: http://okfn.org/
Source: http://www.opendatanow.com/2013/11/new-big-data-vs-open-data-mapping-it-out/
Massimo Menichinelli / info@openp2pdesign.org / @openp2pdesign
This work is licensed under a Creative Commons Attribution 3.0 Unported License.
Massimo Menichinelli 2014-2015
openp2pdesign.org