Participatory+Design

**Participatory Design**
Stemming from Scandinavian origins in the 1970s, participatory design involves the user in the design of interactive systems, drawing on their intuitive knowledge gained from their experiences. Unlike user-centered design which is tailored //for// a particular audience, participatory design is created //by// the users themselves, shifting the focus to functionality rather than purely usability (Iivari). User centered design also does not allow the user to make decisions, whereas participatory design incorporates user input and empowers them with professional tools and relies on the user’s assessment and contributions in the design process. For example, Wikipedia, is user-designed in that users generate the website’s content. However, they are unable to decide the features or make changes to the system, as those powers belong to a specialized executive group. Participatory design would allow users of Wikipedia to make final decisions regarding the development and future of the website.

In the initial “discovery” stage, researchers/designers/developers explore the habits of the participants, obtaining information about their goals, values and needs by gaining their trust (Nikolova-Huston). Users are then invited to participate in the development process of the system. In the second “evaluative” stage, participants help to explore and evaluate the concepts being developed, helping to define the strengths and weaknesses, and sharing their experiences with the systems created or similar systems that they’ve encountered previously (Nikolova-Huston). Lastly, in the “prototyping” stage, participants brainstorm ideas, sketch concepts, propose future applications. If the design is sound, then the participants evaluate and approve the final version (Nikolova-Huston).

One of the benefits of participatory design is that it creates a trusting social atmosphere between the researchers/designers/developers and the participants, creating a solid foundation on which sound decisions can be made. Interviews, observations, prototyping sessions, surveys, e-mail, phone calls, and video taping are some of the techniques used to gather information and communicate between the researchers/designers/developers and the participants (Nikolova-Huston). The disadvantages of relying so heavily on participants however include a lack of willingness to participate, and that it often takes time for communication to occur between the researchers/designers/developers and the participants. Additionally, participants often drop out during the research process, but this can be avoided if extra participants are initially chosen (Nikolova-Huston).


 * References**

Iivari, N. __Enculturation of User Involvement in Software Development Organizations—An Interpretive Case Study in the Product Development Context.__ ACM Press, 2004.

Nikolova-Huston, T. "Using Participatory Design to Improve Websites." 9 January 2008. __Info Today.__ 10 January 2008 <[|http://www.infotoday.com/cilmag/oct05/nikolova-houston.shtml#7>.]