Out of OSCEdays Vancouver 2017, we created Trashy Tuesday, a monthly meet-up for anyone interested in:
1. Learning/practicing an ideation/design thinking/prototyping tool;
2. Finding solutions to a circular economy or ‘waste’ problem; and
3. Meeting/reconnecting with people with similar interests or potential collaborators.
Each month will have a challenge theme and a process to try out.
6-6:30pm - Arrive, order food/drinks
6:30pm - Introductions to each other, the challenge, the process
6:45pm-7:45pm - Process play time
7:45pm-8pm - Group share and debrief
8-8:30pm - Optional discussion/social time
Next Trashy Tuesday: August 22
Challenge Theme: Textile waste
Process: TRIZ. This is based on a Russian problem solving tool (teoriya resheniya izobretatelskikh zadach) of which one component is creating the most unwanted result as a way to figure out how to get to the desired result. e.g. how can we create as much waste as possible?
Background - http://www.liberatingstructures.com/6-making-space-with-triz/
Challenge Theme: How can we keep plastic bags from getting into the waterways around Vancouver?
Process: Storyboards and Role Play
Storyboard is a narrative tool derived from cinema. It’s a form of prototyping which communicates each step of an activity, experience, interaction or event that can be presented. Storyboards allow you to create a shared understanding of what your concept will do by mapping out the components, emotions and flow of the experience from the user's perspective.
Guides: http://www.designkit.org/methods/35, http://medialabamsterdam.com/toolkit/method-card/storyboard-2/
Role-playing, or experiential prototyping, is a method that allows your design team to explore scenarios within the system you are targeting physically. We can make the best use of role-playing in capturing and expressing the users’ emotional experience of using a product or service. You can also use it to gain an empathic understanding of your users — through simulating what they are experiencing. By re-enacting scenes and situations you are attempting to improve, your team can get a better sense of what the experience may actually feel like and where you need to concentrate your main focus on improvement. You can also remember the experience more vividly when you physically experience it, rather than draw it out in a storyboard, for instance.
Guides: http://www.designkit.org/methods/36 Tips for User Scenarios.docx (148.5 KB)
Documentation: Trashy Tuesday 25 July notes.docx (113.4 KB)