Engaging teenagers productively in service design

Simon Bowen*, Helena Sustar, Daniel Wolstenholme, Andy Dearden

*Corresponding author for this work

Research output: Contribution to journalArticleScientificpeer-review

25 Citations (Scopus)
239 Downloads (Pure)

Abstract

Engaging young people in participatory design can be challenging, particularly in health-related projects. In a study co-designing diabetes support and information services with teenagers, we found framing activities using popular culture was a useful strategy. Various cultural references helped us stage activities that were productive for the design process, and were engaging for our young participants (e.g. exploring practical implications through discussions in a 'Dragons' Den'). Some activities were more effective than others and the idea of language-games, which has been widely explored in participatory design, explains why our strategy was successful when there was a clear 'family resemblance' between the popular cultural references and certain essential stages of designing. However, attention is required in selecting appropriate cultural references if this strategy is adopted elsewhere, and design facilitators should focus first on devising accessible language-games, rather than expecting popular cultural references to provide complete solutions to the challenge of staging participatory design.

Original languageEnglish
Pages (from-to)71-81
Number of pages11
JournalINTERNATIONAL JOURNAL OF CHILD-COMPUTER INTERACTION
Volume1
Issue number3-4
DOIs
Publication statusPublished - 2013
MoE publication typeA1 Journal article-refereed

Keywords

  • Diabetes
  • Participatory design
  • Service design
  • Teenagers

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