methodology and philosophy of their world investigations into the design lab, yielding more ambitious and stronger investigations in design” (Poggenpohl, 2002, p. 1). PARTICIPATORY DESIGN AND CO-CREATION// This is where qualitative and participatory research methods come into play. To educate is to foster the development of critical thinking, personal initiative and the conscious adoption of values. Co-creation is par- ticipatory design; all the stakeholders are direct participants in the design process. As a method, it opens up new learning spaces for understanding the cognitive, emotive and sensory dimensions of human experience. Co-creation activities act as mediating influences between identities and value systems within commu- nities, companies, organizations, business partners, and between companies and the people they serve. Co-creation in its many applications and adaptations to disruptive technologies (YouTube, Creative Commons, Flickr®, Facebook®, Home- Depot®, Rona, DIY Design, Make, iPhone®, Acumen Fund, Aid To Artisans) is an external force re-shaping design practice from the inside out. Whether the design proposition focuses on monetary, experience or social values (or all three simultaneously), “co-creation puts tools for communication and creativity in the hands of the people who will benefit” (Sanders and Simons, 2008, p. 5). Co-design is co-creation applied to the whole design process. Co-creation tools include: collages, journals, diaries, skits, role playing and play acting, scenario drafting, storytelling, mind and concept-mapping, and 3D prototyping using ambiguous and generic shapes as building blocks. CO-CREATION AND DESIGN RESEARCH// Imagine that you’ve been commissioned to design an environmental wayfinding system for a small, regional hospital. As a pre-design phase you might invite representatives from the hospital’s stakeholders to a workshop where you ask them to create collages of their actual and ideal wayfinding scenarios. Each participant would be given a kit that might include a series of words, symbols, and images that describe different viewpoints of the hospital experience such as that of a patient, a nurse, and a visitor. The more simple and ambiguous the components, the easier it is for participants to express their memories, dreams, fears, and unmet needs. The kit would also include a glue stick, scissors, colourful paper shapes, coloured pens and markers, Velcro construction pieces, and large sheets of paper for visualizations. “These collages are then used for inspiration by the design team and [...] the respondents also present their collages to each other. By focusing on both social and material relations we become responsible not only for our- selves but for others as well, and arguably that lies at the heart of social and cultural interaction as ‘belonging’ in and to the world” (Galloway, 2007, p. 7). Broadly speaking, design affects contemporary culture in four domains: symbolic and visual communication (publications and computer interfaces); material objects (domestic items and tools); activities and organized services (integrated workflow and strate- gic planning), and systems or environments for living, learning, working, and playing. These domains are interconnected (Bucha- nan 2001, p. 11-12). Co-creation activities, because they combine research, play and learning can assist the designer in broadening her perspective and in developing new insights. “When one designs objects or communications one has to be aware that users do not come empty and naked. People use products in very many ways that are often unrelated to their intended purposes. People come to a product with guesses and expectations derived from their personal experiences and needs” (Frascara and Winkler, 2008, p. 6). Co-creation, because it often acts as a design intervention at the front end of the design proc- ess, is akin to action research in the social sciences. As a method for both inspiration and information gathering, it requires the designer to be skilled at facilitating, listening, and observing without imposing personal filters. “To conceive the best strategy to confront a complex problem, we need to go beyond existing mod- els and see the wider picture, working interdisciplinary and with intelligence” (Frascara and Winkler, 2008, p. 13). Co-creation precedents can be seen in the work of MakeTools, IDEO, Philips Design, the ID-Studio Lab at the University of Delft, Copenhagen Co’ creation and the d.School at Stanford. + REFERENCES// 1. Bonsiepe, Gui. (2007). 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Retrieved July 30, 2008 from http:// maketools.com/pdfs/CoCreation_Sanders_Stappers_o8_preprint.pdf 13. Sanders, Elizabeth, B. N. and Simons, George. (2009). A social vision for value co-creation in design. Open Source Business Resource. Retrieved March 20, 2010 from http://www.maketools.com/ 14. Shuen, Amy. (2008). Web 2.0: a strategy guide: business thinking and strategies behind successful Web 2.0 implementations. Sebastapol: O'Reilly Media, Inc. CO-CREATION + CO-DESIGN 31