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Design Thinking and Participation: Lessons Learned from Three Case Studies

  • Olivier Glassey
  • Jean-Henry Morin
  • Patrick Genoud
  • Giorgio Pauletto
Part of the Lecture Notes in Computer Science book series (LNCS, volume 6847)

Abstract

This 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.

Keywords

participation design thinking serious games case study perceived usefulness 

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Copyright information

© IFIP International Federation for Information Processing 2011

Authors and Affiliations

  • Olivier Glassey
    • 1
  • Jean-Henry Morin
    • 2
  • Patrick Genoud
    • 3
  • Giorgio Pauletto
    • 3
  1. 1.Swiss Graduate School of Public Management (IDHEAP)Quartier Mouline UNILLausanneSwitzerland
  2. 2.University of Geneva, Battelle bâtiment ACarougeSwitzerland
  3. 3.Observatoire technologique et systèmes d’informations CTIGenevaSwitzerland

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