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Participatory design (originally co-operative design, now often co-design) is an approach to design attempting to actively involve all stakeholders (e.g. employees, partners, customers, citizens, end users) in the design process to help ensure the result meets their needs and is usable. Participatory design is an approach which is focused on processes and procedures of design and is not a design style. The term is used in a variety of fields e.g. software design, urban design, architecture, landscape architecture, product design, sustainability, graphic design, industrial design, planning, and health services development as a way of creating environments that are more responsive and appropriate to their inhabitants' and users' cultural, emotional, spiritual and practical needs. It is also one approach to placemaking. Recent research suggests that designers create more innovative concepts and ideas when working within a co-design environment with others than they do when creating ideas on their own. Companies increasingly rely on their user communities to generate new product ideas, marketing them as "user-designed" products to the wider consumer market; consumers who are not actively participating but observe this user-driven approach show a preference for products from such firms over those driven by designers. This preference is attributed to an enhanced identification with firms adopting a user-driven philosophy, consumers experiencing empowerment by being indirectly involved in the design process, leading to a preference for the firm's products. If consumers feel dissimilar to participating users, especially in demographics or expertise, the effects are weakened. Additionally, if a user-driven firm is only selectively open to user participation, rather than fully inclusive, observing consumers may not feel socially included, attenuating the identified preference. Participatory design has been used in many settings and at various scales. For some, this approach has a political dimension of user empowerment and democratization. This inclusion of external parties in the design process does not excuse designers of their responsibilities. In their article "Participatory Design and Prototyping", Wendy Mackay and Michel Beaudouin-Lafon support this point by stating that "[a] common misconception about participatory design is that designers are expected to abdicate their responsibilities as designers and leave the design to users. This is never the case: designers must always consider what users can and cannot contribute." In several Scandinavian countries, during the 1960s and 1970s, participatory design was rooted in work with trade unions; its ancestry also includes action research and sociotechnical design. Definition In participatory design, participants (putative, potential or future) are invited to cooperate with designers, researchers and developers during an innovation process. Co-design requires the end user's participation: not only in decision making but also in idea generation. Potentially, they participate during several stages of an innovation process: they participate during the initial exploration and problem definition both to help define the problem and to focus ideas for solution, and during development, they help evaluate proposed solutions. Maarten Pieters and Stefanie Jansen describe co-design as part of a complete co-creation process, which refers to the "transparent process of value creation in ongoing, productive collaboration with, and supported by all relevant parties, with end-users playing a central role" and covers all stages of a development process. Differing terms In "Co-designing for Society", Deborah Szebeko and Lauren Tan list various precursors of co-design, starting with the Scandinavian participatory design movement and then state "Co-design differs from some of these areas as it includes all stakeholders of an issue not just the users, throughout the entire process from research to implementation." In contrast, Elizabeth Sanders and Pieter Stappers state that "the terminology used until the recent obsession with what is now called co-creation/co-design" was "participatory design". They also discuss the differences between co-design and co-creation and how they are "often confused and/or treated synonymously with one another". In their words, "Co-creation is a very broad term with applications ranging from the physical to the metaphysical and from the material to the spiritual", while seeing "co-design [as] a specific instance of co-creation". Pulling from the idea of what co-creation is, the definition of co-design in the context of their paper developed into "the creativity of designers and people not trained in design working together in the design development process". Another term brought up in this article front end design, which was formerly known as pre-design. "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" and provides a space for the initial stages of co-design to take place. An alternate definition of co-design has been brought up by Maria Gabriela Sanchez and Lois Frankel. They proposed that "Co-design may be considered, for the purpose of this study, as an interdisciplinary process that involves designers and non-designers in the development of design solutions" and that "the success of the interdisciplinary process depends on the participation of all the stakeholders in the project". "Co-design is a perfect example of interdisciplinary work, where designer, researcher, and user work collaboratively in order to reach a common goal. The concept of interdisciplinarity, however, becomes broader in this context where it not only results from the union of different academic disciplines, but from the combination of different perspectives on a problem or topic." Fourth Order Design Similarly, another perspective comes from Golsby-Smith's "Fourth Order Design" which outlines a design process in which end-user participation is required and favours individual process over outcome. Buchanan's definition of culture as a verb is a key part of Golsby-Smith's argument in favour of fourth order design. In Buchanan's words, "Culture is not a state, expressed in an ideology or a body of doctrines. It is an activity. Culture is the activity of ordering, disordering and reordering in the search for understanding and for values which guide action." Therefore, to design for the fourth-order one must design within the widest scope. The system is discussion and the focus falls onto process rather than outcome. The idea that culture and people are an integral part of participatory design is supported by the idea that a "key feature of the field is that it involves people or communities: it is not merely a mental place or a series of processes". "Just as a product is not only a thing, but exists within a series of connected processes, so th.... Discover the Unique Design Co popular books. Find the top 100 most popular Unique Design Co books.

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    Exceptional Watches

    Clément Mazarian & Henry Leutwyler

    'Behind a watch there are often hidden stories. Stories of those who made it and those who wore it. From the watchmaker to the diver, from the astronaut to the collector, from fath...