CIRCULAR BIKE ECONOMY. EXPLORING URBAN MOBILITY IN CO-CREATIVE PRACTISES.
SERVICE DESIGN / CO-CREATION / CIRCULAR DESIGN
This project was done in cooperation with the municipality in the city of Umeå. The project did not have a clear brief, instead we were given the task to design an exhibition for co-creation and critical design thinking. While exploring urban mobility, what tensions could be found in society and how could they be addressed to bring awareness? Our team chose the notion of second hand market of biking and suggested circular design as method. The final outcome was a interactive exhibition for the public, displaying our suggestions with the use of interactive prototypes.
Nicole Nicole Waniowska, Borut Kerzic (Interaction Design)
SKILLS / TOOLS
Co-creation, Circular design method, Service interventions, Arduino, Sound Design, Graphical elements, Exhibition
5 weeks, with aim of staging an interactive exhibition
" TRY TO GET RID OF A BIKE"
You were given a bike and a persona, based on real life people and events in Umeå
WATCH OUR SUGGESTED SOLUTION
The visitors got to watch our circular design solutions in short explanatory videos.
At the last station the visitors could review our created services, or create their own!
A circular bike economy.
TODAY VERSUS TOMORROW
The bike process
ETHNOGRAPHIC FIELDWORK / PROBLEMS WITH THE CURRENT BIKE SYSTEM
We started with the technique of snowballing, where one personal interview around biking led us in to a personal context to another, or organisation to organisation. These narratives where tracing us through the complex system of buying, repairing, keeping, selling, recycling and disposing bikes in Umeå. We visited bike shops, repair shops, the police station, recycle stations, NGOs, Umeå University Campus, and real estate owners.
THE IMPOSSIBLE GAME / CO-CREATIVE WORKSHOP
To understand how people would react to our research, we staged a co-creative session. Our ethnographic insights had led us to a system of bikes and subsequent problems, and now we wanted to test if people would be aware of the issues in a game setting.
In the game you we given a persona and a bike. Your task was to get rid of it, and as the truth is today in Umea, it is very hard. When you saw no way out and you tried all the stations we had given our colleagues roles as "the saving angels" as in bike NGO:s.
"We wanted to highlight the invisible NGO:s not part of the official system.
SERVICE INTERVENTIONS AROUND THE CITY
After exploring various ideation techniques, such as impro- theatre and journeys we came up with new ideas on how the wasteful system of bikes could be improved. In the latter week we produced probes and two fictional service interventions to explore people's reactions in regards to new ways of addressing mobility justice around the theme of biking in Umeå. We made them so believable we got many people signing up for the new service and co-creating new solutions with us.
" You showed the problem in a great way, and also in opening up to the participants own solutions and thoughts.
For the audio feedback we wanted to give the participant instant feedback. We used boxes, buttons, arduino and sensors to trigger the voice telling them what our ethnographic insights had shown. For the video, we had a video display triggered by people stepping on three different stations giving them our solution that we made in to small explanatory videos.
MY ROLE + REFLECTION
In this project I was mainly responsible for connecting people together, interview techniques and graphic materials. I explored technical solutions for audio in the exhbition. I was the presentatior of the exhibition and was responsible of the review wall. I believe we managed to create a good tool for co-creation. If there was anything I would have done different, it would have been to explore further the circular bike economy we created, applying more direct methods for circular design. I would have explored how this kind of thinking could affect the society even further in to exploring how an ownerless sharing system could work.