The Gift-Giving Project is 90-minute (plus debrief) fast-paced project though a full design cycle, intended to give learners a tangible experience with design thinking. It is intended as a group activity (from 2 to 100+ participants) with a facilitator.
Learners pair up to interview each other, come to a point-of-view of how they might design for their partner, ideate, and prototype a new solution to "redesign the gift-giving experience" for their partner. The resource includes a handout, a facilitators guide, and video guidance for facilitators.
The resource is available in English, Spanish, French, German, Basque, Czech, Korean, Catalan, and Dutch.
The d.school offers a similar exercise, The Wallet Project, which is available in Chinese, Bulgarian, and Thai.
This resource is on an older archive version of the d.school website.
The Design Kit resource is both a downloadable PDF as well as online guidance on the different phases of a human-centered design process, organised by Mindsets, Methods (Inspiration, Ideation, Implementation), and Tools. The PDF is only downloadable from the website after creating a user account at IDEO. Website includes instructional videos on the techniques of various user-centered design methods and techniques.
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.
A collection of tools that describe how 18F digital service teams put human-centered design into practice. These cards are focused on design in the context of digital services, but can be adapted to non-technical design projects as well.
The resource is online and also available as printable cards.
The card set includes simplified information on various design methods according to an overall methodology: Discover, Decide, Make,Validate. There are also "Fundamentals" cards related to incentives, privacy, and recruiting, all of which are important for overall design projects.
Each card covers what, why, how, time required, and additional resources to learn more about the method. These are intended to be sequenced according to the needs of the project.
Some prior experience with the methods may be helpful for context.
A community sourced set of best practices and principles to help incorporate human-centered design into a product development process.
The website contains dozens of methods organised by process, difficulty, time required, and outcomes. Each method contains an overview, detailed, steps, resources, and examples or cases.
The methods are framed in terms of private sector product or service development but can be adapted to a public sector context.
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.
A collection of cards describing methods for planning and executing design research, ideation, experimentation and creation within short iterations (sprints). They split the methods into tasks that follow SCREAM; a methodology which is a modified version of SCRUM, tailored to fit within the publisher's design process.
The card fronts contain basic information, such as activity type, category, and duration. The backs contain basic overviews of the methods and how-to instructions. These are intended to plan iterations and divide up tasks between team members. The publisher recommends using the Design Method Toolkit in combination with the DMT Plan Board, your Scrum Board.
The cards can be viewed for free online or ordered via the website for 50 euros.
Prior experience with design sprints or agile methodologies is recommended.
[Now defunct. Link goes to internet archive from 2018, when MindLab closed]. One of the pioneers of public sector design, Mindlab, developed a set of tools to find and define problems as well as new approaches to solving them. This toolset contains some of the most commonly used in the design practice (user journey, pattern recognition, etc).
This is a set of resources for designers who are approaching legal challenges with a creative, generative, human-centered approach. The toolbox provides guides, tools, and examples to help you scope & tackle these challenges with design. It includes a Legal Communication Design Toolbox, a Legal Design Pattern Library, and a Legal Product Typology. It covers policy prototyping, visual design, and data visualisation.
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.
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.
Australia's BizLab, within the Department of Industry, Innovation, and Science, was established in 2016 and launched BizLab Academy in 2018. The goal of the academy is to teach Human Centred Design (HCD) to department employees, but also the rest of the Australian Public Service. The academy aims to strengthen the public sector's capability for evidence-based policy and service design while at the same time instilling a citizen-centric culture and building an alumni of human centred design practitioners and advocates.
This curriculum has been modified and adjusted after trial sessions and is available for others to help guide, build, and design their own training modules. It includes a facilitation guide, presentation, and artefacts.
(Please Note: The file download is almost 200MB)
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 a curated collection of 30+ resources from Stanford d.school classes and workshops, including activities, tools, and how-to guides. They are intended for anyone who wants to become more familiar with design thinking or unlocking creative thinking in whatever challenge being tackled. Some are full-fledged workshops that for guiding others through. Other resources are short worksheet-based activities.
This is one of the first collections of user experience methods. It describes and analyses user experience design methods by costs expended, time required, resources required, expertise required, and quality of data.
Inclusive design is designing for the full range of human diversity in ability, language, income, culture, gender, age and other characteristics. This toolkit includes a series of cards to use early in a design process to help sketch, plan, prototype and design content, interactions and processes. It covers inclusive physical, audio, visual, and thought experiences. PDF and editable Word document available via the publisher's Github page.
The Experiment Co-Creation Platform (ECP) is a model for collaboration and experimenting dedicated in delivering sustainable solutions to wicked urban problems.
The ECP model was developed and prototyped by Demos Helsinki. In the model, cities, higher education institutions and non-academic collaborators such as companies and foundations together define a desirable shared vision to work towards to as well as identify the challenges preventing the vision from happening. Research-based teams develop their research and solutions to the identified challenges through experimenting in a real-life urban setting and support from experts of various fields. The goal is to increase teams’ technology readiness level (TRL) from TRL4 “technology validated in a lab” to TRL5 “technology validated in a relevant environment” and create a premise for feasible, scalable solutions that work in practice.
The resource provides
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.
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.
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.
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.
This toolkit provides guidance for public servants on how to communicate with the public using the simplest and clearest language possible and to ensure that all services are accessible, and meets the diverse needs of all our customers. The guidance is based on Universal Design principles.
The toolkit contains advice on general writing style principles, verbal and non-verbal communications, design of forms and documents, web and social media content and how to display signage. It features a series of tips and tricks for evaluating the inclusiveness of communications.
This approach is not only useful in the public sector for improving service experiences but also as a way of making overall communications more open and accessible.
The Design Process Mini-Guide is five-page document outlining a design process taught at the Stanford d.school. The school gives this resource to students after a short design experience, to help solidify the takeaways and abstract the experience to useful framework. The publishers suggest using the document in conjunction with an action-oriented design experience, such as their related Gift Giving Project and Wallet Project. This resource is on an older archive version of the d.school website. The resource is also available in Spanish.
This web-based resource has been created by the Helen Hamlyn Centre for Design at the Royal College of Art to share ways to design inclusively for a range of physical and cognitive abilities. It includes personas representing different abilities, an overview of typical daily activities done by those personas, a selection of design methods, as well as a collection of ethics for designers. The research method selection describes each by input, output, suitability, and characteristics, including whether it is about designing "with" or "for" people.
This resource is for designers interested in bringing a more inclusive approach to their service or product design practice.
Challenge Prizes: A practice guide provides practical guidance and support to help explore challenge prizes and offers guidance on designing and running a challenge prize.
The resource covers what challenge prizes are, guidance on deciding whether a challenge prize is right for your situation, and scoping and planning a prize--including a Challenge Prize Design Worksheet and Challenge Prize Schedule Worksheet.
The stated aim of the resource is to enable public sector organisations to use design management thinking and methods currently used by leading companies in the private sector. There is a library tools that are available for free (one must subscribe to access the case studies.) Many of these are commonly-used design methods which have been tweaked and re-branded as Shape Better Services resources. The library content is free to view but using their online guidance requires a paid subscription.
This resource focuses on inclusive design, a methodology that enables and draws on the full range of human diversity, including those with limited abilities. The resource includes a guide on inclusive design, multiple short-films and a 20-minute documentary, as well as activity cards that follow 5 phases of a design process.
This is a free, self-paced, 3-5 hour course designed to build your capacity for bringing a design approach to complex problems. The course is intended to: develop a design mindset, define a problem, and dig deep and clarify problems. The publisher also includes downloadable toolkits as part of the course.
Public Design Vault is a curated directory of 500+ design tools & resources for public good. These resources are intended for those working at the intersection of human-centered design, innovation and public/social impact. The resource also contains "collections," or bundles of tools each categorized according to a use case (e.g. brainstorming) or a specific topic (e.g. leadership).
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 resource includes a variety of tools and techniques, enabling government entities to develop initiatives and come up with innovative solutions to enhance the efficiency of the government sector, and improve the services provided by the government to individuals and entities.
Grounded Change is an approach and social innovation methodology used by the company InWithForward. It means flipping the order in which most social policies & services are made. Rather than start at the top, in boardrooms, they start at the bottom, with user needs. They have named 7 kinds of interactions that they believe are the most important to weave into policy, procurement, service delivery, and community activities. This resource contains the context, reasons, and mechanisms of Grounded Change.
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.
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 is a collection of tools developed through transforming leading innovation management theory into hands-on, easy-to-use, actionable innovation tools. The tools are organized in the categories: Culture, Business model, Validation, Pitching, Technology, Strategy, Problem discovery and Ideation. Each tool contains a description and a step-by-step guide telling how to approach it. The resource also includes guides, videos, posters, quizzes, etc., which provide knowledge within the field of innovation management and design thinking.
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.
Our Futures is a game for discovering new ways of engaging the public in thinking about alternative futures. The basic premise of Our Futures is that participants are randomly offered a series of constraints by drawing cards and rolling a dice, which serve as a primer for imagining a participatory futures activity. The game is played either with a group of individuals competing against each other or in teams in 30-75 minutes. The game has three different gameplay models of varying scope and complexity. The resource includes a printable card deck, game board, instructions booklet, and video explanation. The editable materials are also available on Github.
The Design Thinking Handbook is a comprehensive guide to the practice of design thinking and framework popularized by the Stanford d.school. The resource is organised into sections Why We Need Design Thinking, Empathize, Define, Ideate, Prototype, Test and it can be downloaded as an epub, PDF, or audiobook, or can be read in a web-based format. The text is supplemented with links to podcasts, videos, interactive exercises, and other related resources to build practice along with knowledge of design thinking.
The current big shift in management - both public and private - is from linear models to circular models. This resource was designed to help innovators create more elegant, effective and creative solutions for circular economy. This resource allows users to explore new ways to create sustainable, resilient, long-lasting value in the circular economy. While it is oriented towards private sector manufacturing and products, it can also be helpful for public sector organisations to think about supporting more circular models, either externally or in their own operations. The resource is divided into sections: understand, define, make, and release circular innovations. The resource includes detailed step-by-step guidance on circular methods and mindsets, including videos, cases, and related resources. The guide also includes resources for putting circular strategies into action, including worksheets and packaged workshops with facilitator's guides, video lectures, and presentations.
The Paraffin toolbox consists of a wide selection of tools and approaches that focus on capacity building and active facilitation methods alongside work on creative projects. It contains a selection of 16 presentation templates that can be used when a workshop planner or facilitator needs inspiration, guidance or concrete methods within building workshops. The resource also includes articles and best practice guidance on running workshops, including virtual workshops. Many of the downloadable templates are available as editable Microsoft PowerPoint presentations.
The Design for Policy toolkit PROMPT is targeted toward policymakers who wish to identify where design can add value to the policy cycle process by enhancing user and citizen participation. The majority of the design tools included in the resource are common qualitative research and design methods and follow a gradual shift in emphasis from data-centred policy to people-powered policy, according to the publishers.
PROMPT has been collaboratively developed by PDR - International Design and Research Centre in co-design workshops involving civil servants from the UK, Europe and around the world. The resource includes a series of curated tools as well as objectives and instructions for their use.
This resource was designed to empower everyone to take a human-centred design approach. It was designed specifically for the Queensland Government in Australia but is valuable for anyone interested building an understanding of human centred design and how they can use it. The resource includes sections What is BCD, Why do HCD, and How to do HCD, each with detailed guidance and instructions. The website also includes detailed operational support guidance for procuring human-centred design work, checklists, interview and participant recruitment resources, and interactive templates.
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 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.
A library with over 150 different canvases and tools, all in relation to the Business Model Canvas and other visual design canvases. The canvases within the library focus on generating insights, strategic business development, value creation, value chains and user insight. The library contains quick tutorials and canvases in many languages and organises canvases by how they are licensed for reuse and remixing. The tools themselves are accessed by the canvas publisher's websites, which are linked in this resource. Canvas creators can also request access and add their own canvas to the library.
The DIN model is a methodology for developing solutions using a design-driven approach with the goals of achieving better and more innovative processes and outcomes, increasing probability of implementation, and improving user satisfaction. The model helps explore all the potential pitfalls, possibilities and limitations, particularly in the "front end" or early stage of projects. The DIN model consists of a series of phases and four ‘gates’. Each phase contains a variety of activities and questions, which varies depending on the kind of problem or what ambitions you have for your solution. The DIN model does not give answers but ask the relevant questions. Upon completing a set of activities, toolkit users enter the gate to a new phase, working through processes of research and analysis, concept development, testing, implementation and the roll-out of ideas to others. This resource is intended for those with some experience with design-driven approaches; otherwise, it suggests involving a design firm. The model is based on insights from more than 80 innovation and user-driven projects in which Danish Design Centre and/or Mindlab were involved. The Appendix includes several tools based on the methodology.
This toolkit is a guide on how to carry out prototyping and testing. The purpose of the process is to test and improve the ideas at an early stage, before committing a lot of resources to it. The tool provides a step by step guide with simple descriptions on the techniques in each phase and things to watch out for.
The prototyping process is divided into the phases:
- Doing the Groundwork
- Prototyping phase 1
- Prototyping phase 2
- Learn and Evaluate.
The document contains short descriptions and links to tools in relation to the relevant phases in the process, as well as an overall resource list at the end.
This toolkit offers a starting point and a framework for uncovering circular potentials and barriers and to potentially identify new circular business models. The tools in this toolkit focus specifically on mapping a company's circular potentials in the value chain it operates within. And it gives priority to understanding, framing and re-fining the value businesses create in the value chain, exploring the interaction with both customers, collaborators and influential stakeholders. The toolkit includes a Circular Business Model Map, a guide on how to use it, as well as video guidance on how to use the method.
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.