Downloads

A – Z of OPEN

There are quiet few people who know about open source and what all is happening in its domain. And then there also people who don’t know much about it. This booklet gives a glimpse to an OPEN WORLD, introduces people to some of the open source platforms, organizations and corporations.

Link to Booklet

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IDEO – Design Thinking for Educators Toolkit

Design Thinking for Educators is a creative process that helps you design meaningful solutions in the classroom, at your school, and in your community. The toolkit provides you with instructions to explore Design Thinking.

Link to Toolkit

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IDEO – The Field Guide to Human-Centered Design

A step-by-step guide that will get you solving problems like a designer. The Field Guide to Human-Centered Design reveals IDEO’s process with the key mindsets that underpin how and why they think about design for the social sector, 57 clear-to-use design methods for new and experienced practitioners, and from-the-field case studies of human-centered design in action. The Field Guide has everything you need to understand the people you’re designing for, to have more effective brainstorms, to prototype your ideas, and to ultimately arrive at more creative solutions.

Link to the Field Guide

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IDEO Design Thinking for Libraries Toolkit

Design Thinking for Libraries is an approach to improving your library through creative problem solving. This toolkit guides you through Design Thinking so you can start coming up with solutions to everyday challenges within the library. Design thinking, or human-centered design, is all about starting with people — the users that visit your library. IDEO created this toolkit specifically for the library setting, and they’re looking forward to seeing how one might create impact by seeing ones work through a fresh perspective: the design thinking lens.

The toolkit is the result of a project funded by the Global Libraries program at the Bill & Melinda Gates Foundation.

Link to the Toolkit

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Frog Design – Collective Action Toolkit

The Collective Action Toolkit was created to help bring groups together to accomplish a shared goal. It consists of an action map and activities six areas. These activities offer different ways to develop solutions to make change happen in a community or organization.

Link to the Toolkit

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Ellen MacArthur Foundation

Since the Foundations’ launch, They have been publishing thought-leading insight into the opportunity of a circular economy. You can download some of their circular economy books, reports and publications.

Link to the Publications

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City X Project Toolkit

The City X Project toolkit is the most educationally relevant introductory 3D printing and design thinking curriculum available for 8 to 12 year-olds. It is a detailed guide to facilitating the City X Project workshop with your own students.

Link to the Toolkit

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Nesta – Development Impact & You Toolkit

This is a toolkit on how to invent, adopt or adapt ideas that can deliver better results. It’s quick to use, simple to apply, and designed to help busy people working in development. All the tool descriptions include a key reference, so it is easy to trace back their origins and dive deeper into other publications about their application.

Link to the Toolkit & Webpage

Link to other publications from Nesta

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Nesta – Prototyping Framework

A guide to prototyping new ideas. Prototyping is an approach to developing, testing, and improving ideas at an early stage before large-scale resources are committed to implementation. It is a way of project and team working which allows you to experiment, evaluate, learn, refine and adapt. Ensuring that ideas are fully explored before any conclusions are drawn. Prototyping:

  • Involves relevant people at an early stage
  • Develops ideas with the people who will help you find the answers
  • Makes ideas tangible and tests them
  • Refines those ideas
  • Informs and improves any eventual project framework for change

Link to the Framework

At the end of the framework Nesta has given links to some of the resources used in the document.

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Nesta – Creative Enterprise Toolkit

Starting a business can be daunting, that’s why Nesta created the Creative Enterprise Toolkit – a step-by-step interactive resource to help you plan, build, communicate and launch your new creative business. This resource toolkit contains tried and tested methods for teaching enterprise skills to creative individuals who are thinking about setting up a business.

Link to the Toolkit

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Microsoft – Inclusive Design Toolkit

In 2001 the World Health Organization redefined disability as “a mismatch in interaction between the features of a person’s body and the features of the environment in which they live.” As designers, our work can create or remove these mismatches in interaction.

Microsoft developed a toolkit to show how human diversity can create better design constraints. And how to connect seemingly niche solutions to broader markets.

This toolkit is the start of a journey to shift our mindset about inclusive practices. It offers simple starting points for meaningful change. This toolkit can be used with any existing design processes. It’s for designers who want to make great products for the greatest number of people.

Link to the Toolkit

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Google – Material Design

Google challenged themselves to create a visual language for their users that synthesizes the classic principles of good design with the innovation and possibility of technology and science. This is material design. This spec is a living document that will be updated as Google continue to develop the tenets and specifics of material design.

Link to the Page & Resources

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PSFK – The Maker’s Manual

The PSFK’s ‘Maker’s Manual’ spotlights the do-it-yourself Maker Movement and how new computing technologies are helping democratize the creation of things once limited to craftsmen and professionals. This report from PSFK and Intel provides every creator with a wealth of tools, support and services to bring their idea to life.

You can also download the manual for free from the link

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Maker Media – Makerspace Playbook

This playbook will help you establish a wonderful new resource in your school, neighborhood, or wider local community.  This playbook is primarily intended for those just getting started in developing youth makerspaces, Maker Media hope that even experienced spacemakers will draw inspiration from the content. After all, a hallmark of most makerspaces is that they’re continually being remade.

Link to Makerspace Playbook School Edition

Link to Youth Makerspace Playbook

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Service Design Tools

Service Design Tools is conceived as an open platform of knowledge, to be shared with the design research community.

The tools are displayed according to the design activity they are used for, the kind of representation  they produce, the recipents they addressed to and the contents of the project they convey.

Link to the Webpage

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d School – Bootcamp Bootleg Toolkit

This compilation is intended as an active toolkit to support your design thinking practice. The guide is not just to read – go out in the world and try these tools yourself. In the following pages, we outline each mode of a human centered design process, and then describe dozens of specific methods to do design work. These process modes and methods provide a tangible toolkit which support the seven mindsets that are vital attitudes for a design thinker to hold.

Link to the Toolkit

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Copenhagen Institute of Interaction Design – Documentation and Process Tools

Documentation Tools: A template to guide you through the design process and help you document your work during design and innovation workshops. By filling out the tool at the end of every design phase you will end up with a cohesive presentation that is ready to share with peers/colleagues.

Process Tools: The process tools are ten different tools that are used through the different steps of the people-centered design process; and three posters describing the goals of some of the design process phases.

Link to the Tools

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Design with Intent Toolkit 

Design with Intent aims to give practitioners a more nuanced approach to design and behaviour, working with people, people’s understanding, and the complexities of everyday human experience. It’s a collection of design patterns—and a design and research approach—for exploring the interactions between design and people’s behaviour, across products, services and environments, both digital and physical.

Link to the Toolkit

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Artefact – Behavior Change Strategy Cards

As designers, we can take advantage of findings from fields like behavioral economics and cognitive psychology, and become more mindful about exactly how we’re influencing people through our designs. Insights from these fields can help us better understand why people behave the way they do, design more effective products and services that positively influence behavior, and make more informed predictions about how our designs will ultimately impact people when we let them loose in the real world. The challenge is that many great insights from these fields are buried in academic papers and conference proceedings, making it difficult to incorporate them into our creative process.

Artefact’s “Behavior Change Strategy Cards.” This set of 23 cards was crafted to help designers, researchers, and anyone facing a behavior change challenge, think through strategies to nudge people toward positive behavioral outcomes.  They work particularly well when you have in mind a specific behavior that you want to change (e.g., “We want to get more people to ride the bus,” or, “We want people to stop smoking”). We focused on making these strategies easy to grasp, incorporate, and act on.

Link to the Toolkit

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Adaptive Path – Guide to Experience Mapping

Increasingly, customers choose products and services based on the quality of the experiences they have with them. To prevent those experiences from breaking down, and to help organizations navigate cross-channel complexity, you need a map.

Experience mapping is a strategic process of capturing and communicating complex customer interactions. The activity of mapping builds knowledge and consensus across your organization, and the map helps build seamless customer experiences.

Link to the Guide

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Institute of Play Design Pack

Q Design Packs enable learning practitioners to adapt and implement the game-like connected learning model used at Quest Schools in a variety of learning contexts.
What if students were empowered to tackle difficult problems within their lives, their communities, and the world at large? What if they could figure out how the factors of a problem are related, and use that knowledge to affect positive changes? What if they left their class as agents of change?

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Illinois Institute of Design – ID Method Poster

While design always has and always will involve the insight and inventiveness of talented individuals (and their muses), design methods improve the odds of success. This is increasingly true as design projects involve more disciplines and participants, as design solutions become more complex and comprehensive, as clients seek bolder breaks from current offerings, and as designers are asked to serve increasingly diverse and unfamiliar audiences.

The methods shown are from an ongoing collection T compiled by ID graduate students, led by Professor Vijay Kumar and Vincent LaConte. Poster designed by Peter Laundy with Waewwan Sitthisathainchai (MDes 2007). Photo of value web and cover photo of Doug by Mark Jospeh. Our sincerest thanks to all the ID faculty and students who agreed to have their work represented in this collection.

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Bill Moggridge – Designing Interactions

Digital Technology has changed the way we interact with everything from the games we play to the tools we use at work.

Designers of digital technology products no longer regard their job as designing a physical object—beautiful or utilitarian—but as designing our interactions with it. In Designing Interactions, Bill Moggridge, designer of the first laptop computer (the GRiD Compass, 1981) and a founder of the design firm IDEO, tells us stories from an industry insider’s viewpoint, tracing the evolution of ideas from inspiration to outcome.

Moggridge and his interviewees discuss why a personal computers have windows in desktops, what made Palm’s handheld organizers so successful, what turns a game into a hobby, why Google is the search engine of choice, and why 30 million people in Japan choose the i-mode service for their cell phones. And Moggridge tells the story of his own design process and explains the focus on people and prototypes that has been successful at IDEO—how the needs and desires of people can inspire innovative designs and how prototyping methods are evolving for the design of digital technology.

Link to the Book

Every week a new chapter is available for download.

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O’Reilly Publications

Some highly summarized O’Reilly Publications ebooks.

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ekprayog by Sahil Thappa is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.

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