This canvas and associated guidance is is a strategic management and lean startup template that can be used the to describe, design, challenge, and pivot a business model to deliver different values or in different ways. It consists of 9 elements: value proposition, customer segments, customer relationships, channels, key partners, key resources, key activities, cost structure, and revenue streams.
It can be used individually or in a group. It works in conjunction with the Value Proposition Canvas and other strategic management and execution tools and processes.
This canvas has been widely used and many variations exist, including those adapted to a non-business context. When adapting to the public sector context, "customers" may be considered stakeholders or users and "revenue streams" may also include outcomes or impacts.
It was originally intended to provide a more nimble and understandable replacement for a business plan.
This resource walks you through a systems practice, and describes process phases (Launch, Gain Clarity, Find Leverage, Act Strategically, and Learn and Adapt) and methods for guiding the practice.
This resource has been developed in collaboration with teams across The Omidyar Group. This workbook aims to fill the gap between the promise of a systems approach for making social change and putting it into practice. It was created alongside curriculum as part of a paid course.
For each method, results, actions, difficulty, time estimation, and tips are included.
This canvas guides policy makers to derive specific policies and regulatory mechanisms in an agile and iterative manner – integrating both design thinking and evidence based policy making. An associated White Paper provides background on the approach.
Ethnographic Experiential Futures, is a protocol for surfacing and documenting existing images of the future. It combines Ethnographic futures research, EFR, a protocol for surfacing and documenting existing images of the future. Experiential futures, XF, is a family of approaches for vivid multisensory, transmedia, and diegetic representations of images of the future. The hybrid approach puts together two modes of futures research and practice in a step-by-step guide. Its intent is to help groups develop a future-oriented mindset.
Familiarity with futures and foresight methods is strongly recommended.
Platform Design Toolkit is based on the tradition of service design thinking and the publishers intend it to overcome the limitations in traditional, linear, business modeling approaches. This methodology is based on a multi-sided, ecosystem based, platform model instead of a traditional product or service design. Those interested in building their "government as a platform" strategy or building a suite of digital or non-digital products or services would likely find value in this approach but should be adapted for a public sector context.
A series of 16 individual templates for different service design methods and techniques, plus posters with a guiding methodology for use in your own workshops. The posters do not include much step-by-step guidance so these are best used by people who have used these methods and techniques previously. The publisher's website also includes some case studies. Available in English and Dutch.
A part of the Australian Public Sector Innovation Toolkit, this provides guidance on what horizon scanning is and how to do it. It includes assessments, checklists, and specialised information about techniques.
A curated set of 18 canvases that walk you through the steps needed for creating services & products using the combined principles and methodologies of agile development, lean startup, and design thinking. The publisher's intent is for you to reach business objectives in an iterative and human-centric way. In adapting to a public sector context, "customers" may need to be re-framed as stakeholders or service users. GitHub source content available. Includes how-to videos.
This Field Guide is a systems take on typical design thinking methodology. It demonstrates how to design something with a greater emphasis on creativity and humour. The Guide goes through a systemic design project from concept to implementation. It takes you through the workshop planning process, and discusses workshop roles and client relations. In the FAQs, you’ll find explanations to some commonly asked questions about systemic design concepts to help you introduce others to SD and bring them along with you. It contains descriptions of 17 different methods, including pros, cons,and considerations of each.
The toolkit provides an approach and methods those looking for a new way to tackle social and policy issues by making services more valuable to customers and users, easier to use, with fewer resources wasted on implementing the right ideas in the wrong way (or on the wrong ideas entirely).
This approach involves spending time understanding people’s experiences and resources on their own terms, taking methodical steps to analyse and address these with their active participation, and pushing for more effective cross-team and cross-organisational working.
The included Social Design Methods Menu focuses on the difficult early phases when uncertainty is high. It provides background, modes, methods and "recipes" for different situations and contexts, but the publisher suggests that these be further adapted and configured based on your needs.
A basic understanding of service design is helpful for exploring this toolkit.
The Scenario Exploration System (SES) is a serious game for future simulation (2035 and 2050). It involves participants exploring their long-term objectives in contrasting scenario-related contexts while interacting with other stakeholders. By creating a realistic journey towards the future, the SES generates a safe space to simulate possible responses connected to any issue of interest to the participants.
There are two editions: "Sustainable Transitions" and "Food Safety and Nutrition Challenges."
Kickbox is an innovation process that Adobe developed for its own use and then open-sourced so everyone can use it. It is both a process for individuals and a system for deploying that process across an organization at scale. It’s designed to increase innovator effectiveness, accelerate innovation velocity, and measurably improve innovation outcomes. It can also optimize innovation investments by reducing costs compared to traditional approaches. Adobe distributed 1000 physical boxes internally (each containing money for prototyping ideas) and have made the contents available for free download. The website and download contains facilitator instructions as well as instructions on how to create the original box and contents.
The GovLab's Public Problem Solving Canvas is an online interactive canvas based on twenty questions to create and develop your public interest project. These twenty questions are designed to help you refine your understanding of the problem and those whom it affects; express your Big Idea; and turn that idea into an actionable strategy in the real world to the end of improving people's lives.
Toolkit developed by the Australian central government, this resource offers 28 pieces of guidance, methods, or techniques for different stages of an organisational innovation lifecycle.
The resource includes an Innovation Diagnostic to get a snapshot on which phase of the innovation cycle an agency might need to focus on.
This Field Guide is designed to support new-to-foresight practitioners in incorporating future thinking and foresight into everyday projects. In addition to describing methods (including purpose, pros, cons and considerations for each), it also provides guidance on how to advocate for a foresight related project or approach in your organistion, cultivate a futures/foresight mindset, and build a team.
The ""zombies" referenced represent an unexpected and unlikely event for humanity. Stories about the potential of a zombie apocalypse prepare us for a new world full of uncertainty and risk.
This playbook has been created for innovation practitioners who want to spread innovation skills, methods and tools or build an innovation capacity. It covers the design of effective learning experiences, identification and articulation of learning needs, pitching a learning offer at the right level, and connection of a team or innovation strategy with learning and development.
It contains overview of 35 methods that Nesta regularly uses in its practice. Each method description includes a short description explaining its purpose and background and how it can be used to help others think about and discuss learning for innovation.
The AIA is a questionnaire designed to help assess and mitigate the impacts associated with deploying an automated decision system. It helps identify the impact level of an automated decision system. It was developed with the Canadian Directive on Automated Decision-Making in mind but it can be applied elsewhere. The questions are focused on business processes, data, and system design decisions.
The questionnaire asks around 60 questions and the results will demonstrate impact level as well as a link where you can learn about what requirements would be under the Directive. The questionnaire takes at least 35 minutes to complete. This is an open source project that can be adapted to suit your needs. It is available in English and French.
This resource includes a framework, basic guidance and canvas for use in mapping and assessing organisational readiness and capacity development, designing and developing assessment criteria for capacity-building, facilitating strategic dialogue, supporting and assessing the impact of innovation teams and labs, and enabling structured focus on what elements should be prioritised in capacity-building efforts as well as for case production and knowledge sharing.
A guide intended for the Australian government for designing public services in user-centered and iterative ways. This resource is intended to help teams start small and learn fast, and to create services that can be delivered quickly and to save money by reducing service failure.
It is organised into 4 design and delivery stages, each with an associated guide: Discovery, Alpha, Beta, Live.
The Collective Action Toolkit (2nd edition) is a set of activities and methods that enables groups of people anywhere to organize, collaborate, and create solutions for problems affecting their community.
It guides users through methods according to six action areas, with suggested pathways from one method to the next. For each method, step-by-step instructions are given, in addition to the time, roles, and materials needed. Some methods include canvasses to guide activity.
The toolkit is available in English, Chinese, French, and Spanish.
This resource is a series of tools to help clarify, plan, collect, and use data, information and evidence to evaluate an innovation as well as spread the learnings and results. It is intended to be used throughout a project to incorporate evaluative and intentional processes and feedback loops.
This is canvas and background guidance around a set of principles for co-design, inspired by the principles developed by the NSW Council of Social Services. The principles are: Outcomes-focused, Inclusive, Participative, Respectful, Adaptive.
The canvas includes an example case study.
The DIY Toolkit was designed for development practitioners to invent, adopt or adapt ideas. It is a curated collection of design-based tools that draws on the publisher's study of many tools currently being used. The publisher has included the ones which it believes practitioners find most useful. While created for a development context, the tools are applicable to other contexts. The website contains video guidance, case studies, and associated curriculum (DIY Learn). The resource can be downloaded in many language.
Each tool is presented in terms of what it is, how to use it, the tool itself, and a case study of its use in practice.
The resource contains tools for visualizing and anticipating future risk of technology products, acknowledging that once technology is released and reaches scale it may be used for purposes beyond the original intention. The toolkit contains foresight methods, including 14 scenarios, for kicking off important conversations with product teams--including examples of current signals of future trends. It also contains a Risk Mitigation Manual with 8 risk
zones where hard-to anticipate
and unwelcome consequences are most likely to emerge. Finally, it contains 7 suggested strategies for future-proofing.
This step-by-step toolkit describes an inclusive approach to recruiting participants for public consultation or engagement processes. The publishers designed the Civic Lottery process to mitigate the shortcomings and distortions produced by traditional recruitment methods. The approach introduces randomization at multiple stages of the participant recruitment and selection
process. This toolkit is best for those who have decided that a reference panel is right for their situation (see the publishers associated toolkit on reference panels) and want to make sure that their selection process is fair and inclusive.
The toolkit was developed based on lessons learned by the publisher in deploying reference panels in Canada.
This resource contains two guides: one about the general field of behavioural economics and another is on developing behavioural interventions for randomised controlled trials (RCTs). The website also contains an academic directory of researchers working in this field.
Guide to service blueprinting. The reader analyses their own interaction with service users. Through the tools of personas, scenarios, and the decomposition of a scenario into a blueprint of its elements, the reader can understand and improve their services from a Human-Centred design person
This resource offers on ways to do things differently by introducing basic guidance on the process of design thinking. It provides guidance on how to introduce this new approach into day-to-day work in the public sector. It was developed for both policymakers and people who design and deliver public services who need to make large changes in how they serve their citizens.
It includes guidance on creating an environment set up to do design work as well as an overview of some of the most commonly used methods. It includes guidance on how to respond to challenges to this approach as well as a few tools in the appendix.
Lean Brand Creation is a structured method for lean creation of a new brand, and a strategic guideline for an existing brand in any brand, marketing & experience design work. It contains a set of 22 canvasses. It is intended for a marketing context but some techniques could be adapted for public services or for stakeholder engagement.
It is an offspring of Futurice’s Lean Service Creation, and can be used with the LSC toolkit or on its own.
The term data collaborative refers to a new form of collaboration, beyond the public-private partnership model, in which participants from different sectors — including private companies, research institutions, and government agencies — can exchange data to help solve public problems.
This resource outlines 8 Phases for designing and implementing a data collaborative (partnership) at an institutional level. The online resource includes examples, enablers, tools, and resources for each phase.
Produced as part of the Making Sense project, which draws on nine citizen sensing campaigns in Holland, Kosovo and Spain in 2016 and 2017. Based on that experience, the publisher developed a framework and methods and tools for citizen participation in environmental monitoring and action. Their approach is bottom-up and participatory, which the publishers call "citizen sensing."
The publishers offer a software platform for collecting data, methodologies for making sense of data, and best practices and tools on community engagement and co-creation.
Here you find a selection of the Danish Design Centre’s commonly used tools. It includes information about the methods, instructions for tool use, and printable materials.
The tools are divided in three categories that are used at different stages in the design process - and often in this order: Explore, Co-create, and Give the future concrete form.
Explore helps the participants to open up and get around all aspects of the issue. Co-create contains tools that help participants get in-depth with the problem, and Give the future concrete form provides the framework for creating a more concrete product - often based on knowledge and experience collected by using the Explore and Co-create tools.
This toolkit was developed to help us cope with the rapidly changing world, such as global networks and autonomous drone fleets—that have never existed before. The publishers suggest that we need new stories and new mythologies to tell us how these things fit into our lives and make sense of these transformations.
The toolkit contains a card deck exploring different colored "archetypes" or ways of making meaning and each includes different ways of understanding Interactions, Environments, Symbols,Design, Perspectives, and Voice.
This web-based resource was designed to build an understanding of how adopting an experimental approach can be used to make policies more effective. It focuses on designing and delivering trials. It includes interactive guidance to determine which type of trial is appropriate.
The DesignGov experiment was an 18 month initiative of the Australian Public Service to apply design-led innovation to cross-agency problems. This resource is based on the experience of DesignGov and is intended to be a resource for others that might be looking to establish and operate a public sector innovation lab. This resource is offered as a personal contemplation about what should be considered when establishing, running and, possibly, closing a public innovation lab.
The Open Data Toolkit provides guidance intended for South Australia agencies and local councils release open data, although can be adapted to other contexts. It includes guidance on the following steps: Identify, Classify, Approach, Approve, Publish, Maintain.
It includes suggestions on governance decisions and roles as well as privacy, public value, and intellectual property guidance.
A collection of design patterns, or ‘gambits’, for influencing user behaviour through design. It’s applicable across product, service, interaction and architectural design, aimed particularly at socially and environmentally beneficial behaviour change. The patterns are drawn from a range of disciplines, and are phrased as questions or provocations to enable the toolkit’s use as both a brainstorming tool and a guide for exploring the field of design for behaviour change.
It includes cards, worksheets, and guidance, grouped into 8 lenses, which are disciplinary ‘worldviews’ or fields of research. A Brazilian Portuguese version is available. A how-to page provides tips for using the toolkit in a group facilitation setting.
The toolkit includes 5 methods for designing a more inclusive lab. The toolkit begins by guiding users through basic user observation, identification, and categorization processes (observation, interviews,
and personas). It then moves into problem definition and stakeholder prioritization, and finally defines a concrete suggestion for increased
diverse stakeholder governance. It includes templates and examples for each method.
This resource describes open government good practices and presents them to encourage further adoption and innovation. The publisher's goal is to help government reformers and civil society partners in improving the quality and output of co-creation processes across the Open Government Partnership (OGP). The resource was created to aid OGP partners but is applicable to others interested in open government.
The Toolkit contains content organised in a Question & Answer format, a matrix of participation and co-creation standards, and a map of 100 case studies from 39 countries.
DIY Learn is a set of online modules to help development practitioners understand and embed practical tools to support social innovation in their work. It contains a series of free, 2-hour courses as well as a trainers handbook. It was created for international development practitioners but is applicable for public sector staff as well.
The publisher defines validation as the process of gathering evidence and learnings around business ideas through experimentation and user testing, in order to make faster, informed, de-risked decisions. The Validation Guide contains guidance and several tools, including an Assumption Mapper and Experimentation Execution Card for designing and setting up experiments to test ideas and products in iterative ways. The intended audience is large private companies but the principles and tools can apply to idea and product validation by governments. The guide contains several examples from the private sector and the publisher's website contains other free tools. Downloading the free tools is possible in exchange for an email address.
The purpose of the standard is to provide guidance for those in the Australian government or anyone who designs or provides government digital services regarding the provision of simple, clear and fast services. It includes 13 criteria, rationale, information about meeting the standard, design principles, service design and delivery process, related training and guides, and a glossary.
The resource also includes downloadable posters.
This web-based resource contains ideas and practical help to use digital and social media in the public sector. It is organised by techniwues, strategies, examples, and (user generated) questions. This resource can assist governments with service delivery and stakeholder engagement. The publisher's main website also contains other resources for online communication.
A platform for researchers to share findings and methodologies and a repository of theoretical and applied research on open and innovative governance techniques and tools.
A platform for researchers to share findings and methodologies;
A repository of theoretical and applied research on open and innovative governance techniques and tools;
A diversity of publication types – from research reports and journal articles to books and dissertations;
A taxonomy for browsing research by type of innovation, objective, region, sector or tool;
The ability to submit new research for inclusion on the site; and
A community for those interested and committed to studying the impact of governance innovations and a place for those with research questions to connect to those with projects to study.
Liberating Structures is a web resource that includes a collection of 33 results-oriented collaboration patterns have been developed and refined through field testing over a 10+ year period in a variety of sectors including healthcare and business.
They are intended to complement conventional practices for organisational design and strategy design. They are designed to be used in an inclusive collaborative setting.
Associated books (for sale) and video guidance is available to assist those getting started with this approach.
The goal of this resource is to elicit conversation, encourage risk evaluation as a team, and catalyze proactive mitigation strategy planning around algorithm use in the public sector. It includes assessments and worksheets for assessing algorithm risk and managing algorithm risk. The publishers assume users have an understanding of their data and a basic understanding of algorithms.
A collection of tools created during the Open Data Innovation Week, which was a gathering of innovators from across the Asia-Pacific region to build a box of tools and methods for improving the design, practice and implementation of open data initiatives to help solve the region’s key political, economic, and social problems. Tools range from ethnography to mapping and analysis. Each tool contains instructions: purpose, prerequisites, who to involve, difficulty, time-frame, and step-by-step guidance.
The guide offers practical guidance to local government officials on how to build a culture and practice of innovation and give local leaders an action-oriented framework for breakthrough
innovation. It lays out nine “Imperatives” towards this end, with concrete action steps for each to help cities get started, along with illustrative case studies.
This resource contains a framework and guidance regarding the use of user-centred design. The publisher defines the UCD process in six phases - two planning and four delivery phases. The two planning phases focus on typical project planning aspects such as problem space, resources, agency readiness, team logistics, governance, etc. The four delivery phases are about action, talking to users to understand their real needs, prototyping potential solutions, and building the minimum viable product ready for public use.
Each phase contains guidance, phase time-frames, workshop templates, tools and a checklist for deciding to proceed to the next phase.
This resource tells the stories of 20 teams, units and funds established by governments and charged with making innovation happen. i-teams, short for innovation teams, are dedicated teams, units and funds, to structure and embed innovation methods and practice in government. They are largely affiliated with Bloomberg Philanthropies and its associated i-teams program and usually within local governments.
This resource analyses the diversity of structures and approaches, their impacts, and the key lessons for other government leaders looking to emulate these efforts.
Reference Panels, also known as Citizens' Assemblies, Commissions and Juries, are an example of long-form deliberative processes that are frequently used by governments and public agencies to obtain detailed guidance on important and sometimes controversial policies.
Based on the publisher's experience with reference panels, they offer eight moves from their playbook to help others plan their own deliberative process.
There is a free and paid version of this toolkit and an associated workshop offered by the publishers. The free version of the kit provides tools to structure your thinking when designing a service that includes machine learning elements. The core idea is that you first describe a user journey in a physical or digital space, and then use the materials from the kit to brainstorm service concepts in that space.
The core materials include:
- A booklet summarising key concepts for designing IA services, and a glossary of common machine learning terms
- Two canvases for summarising the service concept
- Three card decks that describe important elements of IA service design
- A map, showing the setting for the service concept
This resource contains a method library and playbook for commonly used strategic foresight tools, organised by a guiding framework of five planning phases (perspective, opportunity, solution, team, and vision). While it does contain the tools themselves, the resource also contains extensive guidance on each method, including overall guidance, examples, instructions, insights, tips, and tool templates. It also contains overall guiding principles, underlying theories, and considerations for using and sequencing the methods as an integrated methodology. This resource is extensive but organised and navigable. It is oriented toward a growth-focused private sector context but can be adapted for use in the public sector. The resource can be downloaded for free or purchased as a physical copy.
An introduction to service design for public servants, and a set of practical ways to include design methods in your work. This resource was developed for the City of New York but is relevant to other cities, governments, and innovation labs as well.
Designed with the assistance of the CNFPT and the DGAFP, this game is inspired by "Chutes & Ladders": a board game where the team must realize the major stages of their project, and sometimes encounters ladders (these "little miracles" that win several boxes at once) and chutes (these pitfalls that push back the project carrier). The resource is in French.
This is a tool compendium created specifically for participants of a programme in Victoria, Australia. It is a PDF containing an organised selection of the key tools used during the sessions.
It is divided into two sections:
1. ‘tools for experimental problem solving’ and aligns with both the publisher's Experimental Continuum and Six Principles for exploring the unobvious.
2. ‘tools for setting the conditions’, which looks beyond the project challenge to other factors that can impede innovation if not addressed simultaneously, e.g. team dynamics, communication and environment.
This guidance contains 13 implementation plans laying out practical ways to address corruption. It is divided into 6 issue areas, each with an overview of the problem as well as solutions. The plans emerged from “Smarter Crowdsourcing Anti-Corruption” (2017). The Smarter Crowdsourcing method is an agile process, which begins with problem definition followed by online sourcing of global expertise to surface innovative ideas and then turns them into practical implementation plans. This guidance includes case studies of this process in practice.
A toolkit targeting journalists and includes concrete guidance on how to use their rights to access information. It is based on a comparative analysis of the access to information laws in the region covered by the Organization for Security and Cooperation in Europe, which has 56 participating states in Europe, Central Asia and North America; of these 45 have legal provisions on the right of access to information held by public bodies which are reviewed in this analysis. It is available in 13 national language versions.
This toolkit is for people help each other map out the skills, knowledge, resources and capabilities they have in order to respond to, and effect, change in their community.
The Possible Futures Lab of the Information Security Group at Royal Holloway University of London originally developed the toolkit to assist grassroots co-creation in the community of Pallion, Sunderland. They have made their toolkits available to others to adapt.
This resource provides guidance on four criteria/factors (Specific Problem, Defined action, Clear Data Product, Accessible data) the publisher has found to be helpful for public sector organisations considering running a data analytics project. It also contains information on privacy impact assessments and research ethics.
These guides, created by the Government Laboratory, systematize the best experiences and learning generated by servers and public institutions in recent years.
These tools of support and permanent consultation, are designed so that the different organisms of the State can develop innovation processes with a view from the user, that allows to generate services and solutions more connected with their needs. There are two options: Contests and Projects.
This resource contains tools around specific design methods and techniques, including facilitation, ideation, and synthesis. Some contain step-by-step guidance and guidance on the method while others are standalone canvases/worksheets.
This resource is a modular set of tools (10 methods in 3 phases) that can be run in various ways, from a general tool to discover and ideate futures into a premeditated, repeated and ever-focusing exercise to build a vision on one or more lines of work. The resource can also be used to bring transparency and alignment to any organization through repeated exercises. It consists of three types of tools: Worldbuilding, Predictive Analysis and the Optimal Futures. The authors also suggest a process that includes a Setting Up and Follow-up steps. The resource is tailored for group work. The publishers suggest using it in diverse groups around 6-10 people and run as round robin — meaning at the end of canvas, each group presents their findings briefly, and continues to work on the next canvas / topic. The publishers suggest that all parts can be executed over a long intensive day, or over several days session, one task each day. The website also includes facilitation tips for each phase. The resource is oriented toward private sector but could be adapted for use in a public sector context. The toolkit itself is free to download in exchange for your email.
The Service Sandbox is a visual, playful, co-creation tool that allows individuals to explore digital services in a tangible and interactive way. The sandbox can be used to test an existing service or to create new ones. The resource is oriented toward designing interior environments, especially digitalising environments, but could be used more broadly. The tool consists of three phases (build, ideate and define), plus a pitch template for taking the process one step further. According to the authors, the tool can be used when design professionals and other professions want to work and co-create together in order to achieve alignment and create a common language between them. The Service Sandbox can be used anywhere between 3 hours to a 2-day workshop depending on the requirements and goals.
The Design Thinking Canvas is a template and a structured approach to plan a design-led strategy and process. It provides an overview of the different elements in a design process and is a systemic technique to collect inputs from a project. This is helpful for the internal communication within a project team as well as externally towards stakeholders. The tool contains 8 elements: People, Storytelling, Challenges, Vision, Impact, Management, Problem, and Solution. The latter two refers to the Double Diamond design process, which is based on the design-driven approach of using the diverging and converging thinking. The canvas is a process design tool to be used during a complete project. The template is downloadable as a PDF, Mural canvas, and Adobe XD whiteboard.
This resource is for creating equitable change in schools and learning environments. It helps build the capacity of school communities and learning coordinators to set and pursue equity aspirations, so that every student is future-ready, no matter their background, circumstances, or learning preferences. The resource is based on a design thinking process and includes an overview, methods, and instructions that are specifically tailored to learning environments. The resource includes sections: build your team, define your aspiration, know your students, start hacking, understand impact, and showcase. The resource is web-based and includes links to several tools as well as guidance materials. The entire toolkit is available for download for free with email registration. The web-based resource also features an online community.
The REMODEL toolkit is targeted at companies producing products and is focused on developing economically sustainable business models through the principle of open source. While the toolkit is private-sector-oriented, some of the co-creation principles and methods can also apply to some areas of the public sector. The toolkit was published based on the experience of REMODEL with 8 Danish companies in 2018. The toolkit consists of 7 work packages and each part has a step-by-step instruction and a video tutorial as well as examples of how to work with each exercise. Using the tool, teams of 2-4 people work through the materials at their own pace and autonomously from their own locations. Each package takes approximately 4 hours to complete. Because of the introductory videos and the written guides, there is little need for a trained instructor or any previous experience with open source or design methods. The REMODEL editable source files are available via Github for download and remixing.
The main goal of the SISCODE Toolbox is to provide support for the co-creation labs in making sense of existing data, tools and toolkits. Co-creation is a non-linear process that involves multiple actors and stakeholders in the ideation, implementation and assessment of product services, policies and systems. The resource aims to improve their efficiency and effectiveness, and the satisfaction of those who take part in the process. The SISCODE Toolbox aims to facilitate the design and implementation of co-creation journeys, focussing on better understanding and prioritisation of the particularities of each context. The selection of tools and toolkits intend to support the development of design-based processes from the problem analysis to the ideation of a solution, the development of a prototype and its experimentation in a real-world context. The resource includes a set of canvases and basic instructions for their use.
This resource is a generative tool for creating new metaphors to help understand the world in new ways, reframe problems, generate new ideas, and imagine different futures.
New Metaphors has been developed by the Imaginaries Lab, a design research studio based at Carnegie Mellon University, and working internationally. New Metaphors is a set of 150 cards and a number of simple, fun workshop formats which enable idea generation and new ways of thinking about issues creatively, from specific problems within an interaction design or UX team or organisational context. The entire resource, including cards, worksheets, and introduction booklet, can be downloaded and the website includes additional guidance as well as a metaphor auto-generator.
The publishers intend for this resource to be applied and used in real situations, whether by designers or by anyone looking to reframe ideas or generate new approaches.
This toolbox is a guide for shaping the future and developing organisational operations. It guides users through how to build an organisation’s future capability to ready it to deal with new phenomena. It guides users through all the steps of building a vision and for viewing, interpreting or shaping futures. It contains three phases: Trends and Signals, Interpretation and choices, and Shaping futures. Each tool includes step-by-step guidance and downloadable resources.
This resource contains 11 frameworks and methods used by the Future Today Institute, including:
The FTI Forecasting Model
How To Think About Time
Identifying Key Stakeholders
Assumptions vs Knowledge
Axes of Uncertainty
Scenario Planning Guide and Templates
Four Laws of Tech Trends
11 Macro Sources of Disruption
Velocity of Change: Calculation Guide
Each resource includes guidance and instructions on its use.
Living Futures: Scenario Kit is a design tool for understanding, discussing, and shaping the future. It consists of four alternative versions of year 2050 explored through narrated stories from future citizens, themed analyses, and other media files, as well as a set of design tools that puts the scenarios to work. The kit can be used to future proof business models, develop new strategy, and understand and discuss important trends and developments in the present.
The kit is flexible and can be useful in these situations:
1) Identify new opportunities - Discovering and mapping new ways forward, developing new concepts and ideas for strategies, products, or services
2) Wind tunnel ideas - Testing hypotheses about the future like strategies or business models
3) Discuss the future - Kickstarting fruitful discussions in a team or with diverse groups of stakeholders