the perfect storm a guide to hosting a co-design workshop for the public sector based on methodology developed by the City of Cape Town for World Design Capital 2014 to address built environment design challenges from small scale public art to the regeneration of an entire district Contents Introduction 2 Design and Design-led thinking 3 Principles of Co-design 4 Planning a workshop physical and human resources stakeholder mapping invite process: public sector private sector community designers 5 6 On the day personnel, setup registration and opening, typical programme during the day, closing designer walkaround, breakdown 9 10 11 12 13 Design synthesis 14 Adapting the methodology 15 Conclusion 16 2 Introduction World Design Capital Cape Town 2014 in July 2012, at the signing of the Host City Agreement for the World Design Capital Cape Town 2014, Mayor Patricia De Lille said: “for WDC2014 there will be projects in all of the city’s 111 wards and there will be a competition where people can vote for what they want to see in their neighbourhoods” in response to this, a methodology was developed by the WDC department at the City of Cape Town together with expert service providers, to engage 120 mixed stakeholders in a full-day co-design workshop addressing up to three sites on the same/a similar built environment challenge. the Ward Projects Programme saw a series of 40 codesign workshops run in 3 phases over 20 months, with resounding success. Challenges were mostly routine built environment upgrades with small pockets of cial year. they included: park upgrades, trading sites and public art. more complex challenges such as neighbourhood CBD upgrades, transport interchanges and the ‘reimagining’ of problem facilities were taken on as part of larger line department projects or programmes such as MURP. the methodology was adapted to address ‘non-physical’ challenges such as the design of youth skills development programmes, and service/experience design for the staff and users of a City clinic. This manual was made to inspire and empower anyone in the public sector to host their own co-design workshop. 3 Design and Design-led Thinking understanding design for transformation Design is a powerful problem-solving tool that, used effectively, can harness human resource and creative energy to ultimately improve quality of life for citizens across the spectrum. A city is a complex organism, forever growing and mutating. The issues prevalent in today’s cities can be termed ‘WICKED’ – a wicked problem is one that cannot be solved, but instead can be managed by means of considered interventions that address the whole. Design and design-led thinking have proven to be effective mechanisms for addressing complexity. COLLABORATIVE Design-led thinking acknowledges totality and interdependency – so if you change something here, it affects other parts of the system. Design-led thinking follows an abductive rather than deductive logic - so it relies on ‘blue sky thinking’, experimentation and iteration, and can require a leap of faith. Design-led thinking allows us to better understand problems - so by bringing externalities in the equation so we can arrive at better solutions The design process is characterized by a divergent phase where information and ideas are gathered, followed by a convergent one during which the same are distilled. a co-design workshop day takes us roughly half way along the convergent phase, producing up to 15 process is carried out by a ‘Key’ designer who was present on the day and is briefed to synthesise all the info into one single concept design. 4 USER-CENTRIC divergent problem statement CREATIVE convergent solution Principles of Co-design swarm theory, whole system interventions one would imagine that 120 people going up to a groups every hour would be absolute chaos. not so. in fact we humans display a peculiar ‘swarming’ behaviour when in large groups. 30 people in a workshop will tend to sit and wait to be told what to do, and will take longer to do things. Larger groups tend to self-organise - spatially, socially and time-wise - and tend to complete tasks and present ideas back faster. the energy generated by a large group of people all in pursuit of a common goal, should never be underestimated. a co-design workshop is best used as part of a longer, more rigorous project process. It is not a ‘silver bullet’ or a way of generating solutions more cheaply or quickly. it does not eliminate the need for thorough research or experts but rather ensures a more holistic approach to the challenge by introducing the user perspective. vention. as an advanced form of public participation, it serves to lay a solid foundation for the project, and is a good basis on which to build a Community Action Plan (CAP) truly user-centric environments, systems and products can only be generated over time through collective imagination and knowledge, and require what is called a ‘whole system intervention’, characterized by a cross-section of stakeholders replicating as closely as possible the mix of stakeholders found in the broader system. In this case, the key stakeholders ! bers/project users, CBOs, NPOs, the private sector, academia and the design community, and the group size around 100 pax. with a view to making this guide a little easier to understand, we have used colour to represent different role-players involved with the workshop process : LEGEND public sector private sector & NPOs community designers service providers 5 Planning a workshop service providers physical and human resources x 3 major Our service providers were procured through Tender (services >R200K) and RfQ (services <R200K) Facilitation Services Two experienced facilitators and three assistants are required to lead the workshop in minimum two languages as required. Between them, translation capability should exist in all local languages. Ideally, the lead facilitators should be experienced or trained in this methodology. Designers your designer needs will be different for every workshop, but you should account for 1 key designer paid to process the workshop outputs and present back a concept proposal 8 designers to be paid a day stipend 6 volunteer or student designers we employed a service provider to solicit, manage and pay all the designers. Catering a full-day workshop requires a huge amount of energy. it is important that participants have easy access to refreshments throughout the day - at least water, but ideally tea, coffee and fruit as well, on a station inside the hall. lunch should cater to local tastes and dietary requirements - our menu was 75% Halaal and 25% vegetarian. tips: be resourceful. We made our own lightweight ‘spaza " #$' * +#9 top with two binder clips, and the base secured to a plastic chair with string threaded through holes. for months before the workshops we collected old magazines and (clean) packaging materials - candy and egg boxes, yoghurt cups, polystyrene etc. which are great for model-making 6 facilitation, designers, catering x 2 minor x3 map printing, sound project manager, project administrator, media/ logistics assistant additional materials/stationery buyouts, community transport, Venue * #;$ 250m2, with an entrance foyer and a catering kitchen. We used City venues - community or sports&rec halls - which were free if booked by a subcouncil of=*? ; the day. Maps the A1 maps we used as the basis for discussions and as the base for the models later on, were captured from the City’s GIS and sent for professional printing on thick poster paper. Facilitators should supply all the materials usually required !! ! paper, scissors & glue sticks (1 per group). example materials list (for 1 workshop) 1 crate magazines - mixed (family, outdoors, leisure, fashion, travel, sports etc.) 1 crate (clean) small packaging materials: eggboxes, yoghurt cups, fruit trays, polystyrene, candy boxes craft knife (1 each per group) A4 poster card - white, bright and pastel colours, 5 tubs multicoloured playdough 5 packs kids multicoloured fat kokis disposable plastic cups - white and clear wooden lollipop/dentist sticks, toothpicks, sosatie sticks, clothes pegs wire, string multicoloured paperclips, drawing pins, multicoloured bendy drinking straws, cocktail umbrellas, streamers, water balloons 1 crate assorted organic material - stones, sticks, leaves, grasses Planning a workshop stakeholder mapping, invite process A successful workshop depends on having the right people there. You should begin inviting people no later than 4 weeks before the event. Invite two or three times as many people as you would like to have there. Our return:invite ratio was 20-40% throughout the programme. private/ NGO sector x 25 public sector x 30 community/ user groups x 50 designers total participants = x 15 120 public sector Think laterally when compiling your invite list. For a challenge involving a wetland POS bordering an IS a highway and a school, you would call on - enviro management, solid waste, roads, stormwater, health, sanitation, parks, sports&rec etc. You want to invite: @ ! particularly technical/implementation staff. the relevant Ward committee and Subcouncillors - Ward, PR and Chair other government and agencies eg. Province, National, SANRAL, Transnet, SANParks tips: create a simple, graphically appealing invitation at A5 or similar, one that works in colour or B&W. write short, friendly emails (with the invitation attached) explaining to stakeholders why they should come to the workshop and what to expect... peoples’ time is precious. it is good practice to also attach a map of the venue location (screenshot from google with the venue pinned), particularly if the address is vague. We recommend you send these emails out as calendar invites so it’s easy for people to click ‘Accept’ or ‘Forward.’ log your RSVPs in Excel or similar spreadsheet program as you will use the list to compile your register. 7 Planning a workshop stakeholder mapping, invite process community private sector You want to invite: You want to invite: local residents - those living around the site/area being workshopped other users of the site or area eg. shoppers, commuters, skaters local organisations - CBOs, committees and residents forums, traditional leaders, church/ mosque groups, youth groups, seniors groups, sports clubs local schools - principal, teachers, caretaker and/or students local businesses, formal and informal traders, shop-owners, businesses like a nearby supermarket, hardware store, factory, scrapyard etc. business organisations - taxi & bus associations, business-owners forums local NPOs - those active in the area in any sector, but importantly those relevant to your challenge, community development, youth and ECD. other relevant NPOs or businesses - depending on your challenge, this could mean a permaculture, arts or sports organization, for example. the methodology works well with anyone over the age of 15 years. workshops where high school learners participated, were some of the most dynamic and fruitful. most seniors responded well to the day’s activities and made a valuable contribution, particularly during storytime. inevitably, some participants arrived with babies or young children. they were accommodated on condition that the child stay with the adult throughout the day, and kids koki’s, paper and playdough kept the older ones busy. 8 tips: it is important to reach community leaders and local CBOs. in our case, most of these were connected into ward committees or on subcouncil databases in communities where email is less common, the PCto-sms software Grapevine worked well, particularly if reminders were sent by the subcouncil two days before the workshop. printed posters (invite blown up to A4 or A3) put up in the local library and at the venue attracted a few people. most successful was the distribution of invites as A5 or +X committee members, neighbours of the site etc. Planning a workshop key designer x 1 stakeholder mapping, invite process total designers designers = 15 Designers are important to the workshop process as they tend to act as translators of ideas. They demonstrate the process of design through their actions, and ‘coach’ other partcipants to express their ideas. The methodology requires one designer per group of 8 participants, so in our 120-strong workshops, we had 15 designers. Of these: 1 was a key designer, charged with collating all the outputs of the workshop and synthesising them into a concept design to be presented back to the project team afterwards. the key was paid a stipend. 8 were professional designers, paid a smaller stipend to participate from 8am-5pm and briefed to act as design coaches later on in the workshop. 6 were student or volunteer designers, participating in the same capacity as the professionals, but unpaid. procuring a good key designer is important. whether a landscape designer for a park, an urban designer for a CBD upgrade, an interaction designer for a new memory centre or a social designer for youth skills programmes. the more diverse your pool of professional designers, the better your workshop. while the base places were almost always taken up with Architect/Urban Design[\+ ! der with other designers - industrial, graphic, motion, permaculture etc. some of our designer ‘stars’ turned out to be a bag designer, an interior designer and an engineer. students, though they proved hard to get, turned out to be very valuable contributors in the workshops. professional designers x 8 student/volunteer designers x 6 A two-page brief is emailed to all designers by the project manager a day or two before the workshop. It contains a link to the site location on Google Earth, and explains how they should participate as ‘active observers’ in the morning sessions and as ‘design coaches’ for the modelmaking session. importantly, it cautions them against taking control of the activities and gives tips for working with such diverse groups of people. the Key designer is sent an additional 1-page brief outlining their role and responsibilities at the workshop as well as the requirements for synthesising the design afterwards. tips: the better briefed your designers are, the better your output. co-design is not for everyone - the process is a humbling one and some designers really didn’t enjoy it. paying out small stipends to multiple unregistered * ! employed a service provider to solicit, manage and pay all the designers - a clumsy solution. Instead, recommend doing an RfQ for a key designer, which includes the procuring of the rest of the designers 9 On the day personnel and setup facilitators are responsible for setting up the venue. the project team are responsible for setting up reception and directing the caterers and sound engineers. tables x 24 chairs x 150 15 for participants 4 for facilitators and materials 1 for reception 1 for sound desk 3 for catering 120 for participants #; 10 for staff (reception, facilitators, sound) 5 extra against a wall colourful vertical banners help to enhance the workshop space and make a big venue more intimate speakers placed on either side of the front focus area and directed towards the centre-back lead facilitators front of workshop central to long wall of hall reception to be set up in entrance hall or just inside the entrance to the workshop hall facilitators assistants materials tables (administration/ eventing) catering station visual station(s) caterers 10 (photographer) participant tables laid out in a staggered array facing the centre-front end ! the back end of each table On the day registration and opening registration process reception should open half an hour before the programme begins greet : hello and welcome, are you here please... [ give programme and table number card direct into hall, pointing out coffee station and anticipated start time opening the project manager opens the workshop: greet: hello, welcome and thanks, why we are here - a little background on the challenge, point out visual station hand over to facilitators the facilitators: introduce their team introduce the workshop programme and process run through housekeeping - toilets, exits, refreshment station etc. tips: tea, coffee and breakfast snacks should be available from the time the workshop opens. few people arrived in time for the start of the workshop and there tended to be a slow dribble of registrations throughout the morning. we only accepted people until lunch, after which new participants are too disruptive to the process. always explain to people how important it is that they stay until the end of the workshop (4pm for a full-day) the venues were mostly centrally-located public halls, so people regularly walked in off the street to see what was happening. we accepted everyone, capacity permitting, and some of the walk-ins turned out to be star participants. late arrivals should be shown where the group is on the programme, led into the hall and handed over to an usher - one of the facilitation assistants, ideally who speaks their mother tongue who will take them to their table and introduce them to their group we used used sheets of white sticky labels and black * legibility and correct spelling is important, even if it needs to be done over. purple sticky dots on the name tags were used to identify designers - it helps the facilitators to make sure they are properly distributed in the last exercise(s) 11 On the day typical programme PROG GRAMME 08h00 0 08h30 0 1. Welc come Introduc ctory remark ks about Wo orld Design Capital 201 14. Worksho op facilitators explain the worksho op program mme and process. 08h45 5 2. Who o is in the Ro oom and Wh hy? Participa ants get to know each other, and see who is participatin ng and why y. 09h15 5 3. Story y Time Each site e has its ow wn unique hi story. There are many stories s – thin ngs we know w, rememb ber or have been told b by family an nd friends. We W can piec ce these to ogether to tell on ne big story. 10h15 5 10h30 0 4. Turning Problem ms into Oppo ortunities It is easy y to find many problem ms associate ed with our parks p and p public open spaces, but how w can we loo ok at thingss differently and focus on o turning th hese into opportu unities for go ood? 11h40 0 5. Drea aming Whatt Could Be What wo ould these sites s look like e in your dre eams? Prep pare a colla age that willl inspire others. 12h30 0 13h15 5 6. Desiign Principle es If we wa ant the deve elopments tto meet ourr needs and d expectatio ons, we must define some rules to be followed in de esigning the e proposals. 14h00 0 7. a. Model M Buildin ng It is easie er to explore e ideas and d learn what is possible through bu uilding some ething. Having gathered g in nformation, we can now w build a model m of ourr own design for the site, inco orporating the t elementts that we fe eel are mosst importantt. 14h50 0 15h05 5 ď͘ Model M Building – contin ued e away parrt of your Having visited v other groups, yo ou need to refine your design. d Take model to o make spa ace for imprrovements. Try and build somethin ng which is feasible f and dessirable as well as beauttiful. 15h50 0 8. Clossing Brief closing remark ks from the ffacilitators & WDC team m. 16h00 0 12 Worksho op End On the day during the programme, closing during the programme closing after opening the workshop, the project manager should participate in the programme, along with any members of the project team involved closely with the challenge. as the last exercise draws to an end, the facilitators will ask everyone to sit down. they will then close the programme: wrap-up and thanks, point out feedback slips, ask participants to complete them and drop in the suggestion box on the way out hand over mic to project manager to explain * front to close the workshop by saying a few words on what they thought of the day farewell to all except the designers, who are asked to come up to the front the administrator in the team should run the reception, ideally with one additional support staff to assist in the morning rush and act as backup to ensure that front of house is never unmanned. the third team member remains inside the hall, takes care of the setup and breakdown of visual stations, and photography throughout the day. tips: music made a huge difference to the atmosphere in the workshop. we briefed the sound engineers to play soft jazz during all breaks and softly during the creative (rather than discussion) exercises. as the drinks station remains open all day, the caterers should be briefed to clear tables at intervals while participants are working ie. not while presenting 13 On the day designer walkaround, breakdown designer walkaround the project manager, together with the key designer, will now lead the group of designers on a ‘tour’ around from one group’s model to the next. at each table, the designer from that group will present their scheme to the Key in a short 1-2min pitch. They should explain the different elements of the design and how they work, as well as the main things that were important to their group members during the model-making process. The Key then has a chance to ask questions as necessary for clarity. the Key will photograph the models and make notes as they go. workshop breakdown the facilitators are responsible for breaking down the workshop. models should only de destroyed after they have been photographed and discussed. the project team are responsible for breaking down reception and bundling up the visual station and the workshop outputs - collages, story and idea cards for the key designer to take away. they should also photograph the models properly, making sure to get a clear plan view of each. 14 tips: it helps to move through the models in an orderly fashion. it can help to number the models if the designer wants to take away the comments on the post-it notes, in which case they should all be numbered to match their model before being removed we catered for 120 people at every workshop. any excess food was given to a nearby organisation usually childrens or edlerly home - nominated by the * Design synthesis key designer management, design presentation Design Synthesis the Key designer had been briefed to individually ‘synthesise the material that came out of the workshop into one single concept design for your site’ to be presented back around 6-8 weeks after the workshop and handed over to the City for inclusion into planned future upgrades. while the format and medium of the presentation was left up to designers, they were given guidelines. most produced A4 or A3 design reports of 10-20 pages summarising the workshop and its outputs then presenting a co-created design, along with precedent images showing local and international examples of how the different elements could look. Design Presentation this usually takes place 6-8 weeks after the workshop *^ laptop, projector and screen should be set up in the meeting location which should ideally have at least partial black-out facility. Key designers are asked to send a PDF of the presentation/design report to the project manager the night before, and a colour copy should be printed for each attendee so they can follow the content and have something to take away. #;_$ * tation, which should be allowed to run uninterrupted. ! `{ of clarity and then facilitate a discussion around the ! | " the role of the designer should be explained clearly to all attendees from the outset, along with the fact that be used as a platform for future discussions. After the meeting, the design should be circulated to all attendees and the raw outputs of the workshop can be returned to the project team or discarded as desired. View from Netreg Rd facing Safety Tower & Public Sq PRECEDENT IMAGES COMMUNITY GARDEN... Flower gardens Community vegetable gardens Kids play paths and labyrinth garden Mosaik seating The garden space proposed on the north east corner of the site is suggested as a community initiative garden. The community can incorporate art, local materials and talents. This will create a sense of ownership and allow the community to have a input in creating their own pubic spaces and hopefully prevent this from becoming a neglected & unused space. 15 Adapting the Methodology experiments with object, programme and service design the challenges for most of these workshops related to design for physical spaces at the site or neighbourhood scale - community parks, large public open spaces such as wetlands and retention ponds, vacant lots and underutilised facilities. the morning’s programme remains largely the same until the ‘visioning’ exercise which, for a built environment challenge focuses on the site, but for a more generic or human-centred challenge focuses on the user, their needs and experiences. The methodology can however be adapted to address other challenges such as the design of products or objects, services, experiences, programmes and interventions. Object design DESIGN CONCEPTS example: Reimagining the Trading Structure with a view to generating proposals for a modular system to accommodate traders of all types, participants create typical characters (stallholders) who become the clients for whom their trading structure designs are modelled. x 1m x 2m mild steel frames allow multiple setups for various markets reduce initial costs for traders modular system that can adapt to progressing needs and means of traders can form a lockable ‘box’ Programme design example: Youth Skills Development Programmes ies of the skills development programmes they will be designing. groups then put together proposals for pitch these back in a short ‘skit’ to the audience, who rate their ideas. Service/experience design example: Service Design at Ikhwezi & Town II Clinics the goal here is to understand the challenges faced by clinic users and staff, and solicit practical ideas for improvements to the system. participants are asked to choose a character/patient and act out in groups their ideal journey through the clinic. this can be done as two shorter workshops a few weeks apart, where ideal situation with their improvements. 16 Conclusion resources, credits and contacts resources contacts The most complete resource on the Ward Projects programme can be accessed at: http://www.capetown.gov.za/en/WDC2014/Pages/ Ward-projects-Co-design-workshop.aspx the web page contains a map marked with all ward project locations, information on the workshops and links to the resulting design outputs. Internal to the City of Cape Town: World Design Capital Department (to end June 2015) Richard.Perez@capetown.gov.za Daniel.Sullivan@capetown.gov.za Alicia.Oelofse@capetown.gov.za External to the City of Cape Town: special thanks to: The Cape Craft and Design Institute for their sup Associated Media for their generous donation of magazines Xanita Cape Town for their generous donation of materials The Cape Town design community who gave of their time and energy to make the programme a success The citizens of Cape Town, without whom none of this would have been possible Regarding the methodology and training in facilitation: Marc and Catherine at Ingenious Peoples Knowledge Marc@i-p-k.co.za Catherine@i-p-k.co.za Regarding facilitation: Graham and Zalia at ZAG Consultants zagconsultants@gmail.com Vuyo Luxande at Mthombo Development Consultants vuyo@mthombo.co.za Regarding facilitation and the co-ordination/management of designers: Karen Stewart at Ahhaco ahhaco@gmail.com [author: Lindsay Bush, WDC2014 Ward Projects Programme Manager, City of Cape Town. all content is based on personal experience] 17