Design Thinking and Participation: Lessons Learned from Three Case Studies
AbstractThis paper examines how design thinking and serious games approaches can be used to support participation through the analysis of three case studies. Indeed we will analyze these approaches in three different contexts: (i) a state-owned multi-utilities company; (ii) a political party; (iii) an information system strategic committee. Our analysis framework relies on the concepts of "perceived usefulness" and "perceived ease of use" and we will use it to discuss the lessons learned. Our main finding is that these approaches really contributing in making complex and abstract matters more "tangible" and thus understandable.
Download InfoIf you experience problems downloading a file, check if you have the proper application to view it first. In case of further problems read the IDEAS help page. Note that these files are not on the IDEAS site. Please be patient as the files may be large.
Bibliographic InfoPaper provided by HAL in its series Post-Print with number hal-00616740.
Date of creation: 2011
Date of revision:
Publication status: Published - Presented, Proceedings IFIP ePart 2011 Conference, 2011, Delft, Netherlands
Note: View the original document on HAL open archive server: http://hal.archives-ouvertes.fr/hal-00616740/en/
Contact details of provider:
Web page: http://hal.archives-ouvertes.fr/
participation; design thinking; serious games; case study; perceived usefulness;
This paper has been announced in the following NEP Reports:
You can help add them by filling out this form.
reading list or among the top items on IDEAS.Access and download statisticsgeneral information about how to correct material in RePEc.
For technical questions regarding this item, or to correct its authors, title, abstract, bibliographic or download information, contact: (CCSD).
If references are entirely missing, you can add them using this form.