Abstract
This paper presents how cartoons have been used to engage a large number stakeholder in the design of a radical new type of IT-artefact. It demonstrates how cartoons can increase the number of people that are actively involved and also how they can aid innovation, making them useful in many types of design. It also shows how they can serve as starting point for “traditional” IT artefact development methods. It includes a case study of a pioneering project were student will participate in the design of a versatile, omnipresent electronic agent, an e-Me, that schools, authorities and companies are required to address with interacting with the student. It might be thought of as turning the internet around – rather than having students find and keep track of sites, the sites will have to come to the students and interact with them in the way specified by them.
Keywords
Design Methods, Design Processes, Participatory Design, Reflective Practice, Systemic Design, Cartoons in Design
Citation
Albinsson, L. (2006) Using Cartoons to Engage Stakeholders in Innovation and Design of IT Artefacts, in Friedman, K., Love, T., Côrte-Real, E. and Rust, C. (eds.), Wonderground - DRS International Conference 2006, 1-4 November, Lisbon, Portugal. https://dl.designresearchsociety.org/drs-conference-papers/drs2006/researchpapers/96
Using Cartoons to Engage Stakeholders in Innovation and Design of IT Artefacts
This paper presents how cartoons have been used to engage a large number stakeholder in the design of a radical new type of IT-artefact. It demonstrates how cartoons can increase the number of people that are actively involved and also how they can aid innovation, making them useful in many types of design. It also shows how they can serve as starting point for “traditional” IT artefact development methods. It includes a case study of a pioneering project were student will participate in the design of a versatile, omnipresent electronic agent, an e-Me, that schools, authorities and companies are required to address with interacting with the student. It might be thought of as turning the internet around – rather than having students find and keep track of sites, the sites will have to come to the students and interact with them in the way specified by them.