The Co-Design Toolkit: 4 Key Principles for Success
Co-design, or the practice of involving users in the design process of new products and services, has become somewhat of a hot topic. Likely because the method aligns with today's push towards more user-centered and empathetic frameworks in tech—though we can only guess how much its association with group brainstorming sessions with sticky notes on Miro plays a role in its popularity.
Those who have given co-design a shot know that it comes with its challenges. For example, creating group sessions that consider the unique experiences of all participants and navigating potentially conflicting opinions. Or, balancing the expertise that comes with lived experience with the expertise held by designers or developers to create a service that is both relatable and realistic.
Though we consider it a method with hurdles, we recognize that directly involving the users can help avoid confirmation bias. Often, product designers, developers or leaders already have their own ideas of how a product will solve user needs or challenges. However, these ideas are frequently based on assumptions that should be verified with the end users, thus making co-design an integral part of designing helpful and accessible products.
Co-Designing at TDL
We, therefore, think of co-design as an especially important part of designing support services where the goal is to create impactful solutions that meet the actual needs of end-users who need it most.
In this article, we discuss 4 key learnings coming out of one of our projects involving the evidence-based design work for Wellness Together Canada—one of the Canadian government’s responses to the increasing demand for accessible mental health support coming out of the COVID-19 pandemic.
About the Author
Laura Detter
Laura Detter is a user-centred researcher and designer with a passion for applied behavioural science. Before joining The Decision Lab she worked at Mercury Labs in London providing UX based consulting services for digital products and services. Since moving to Montreal Laura has worked at Ubisoft’s User Research Lab, conducting UX research to enhance Ubisoft’s AAA games including Assassin’s Creed Valhalla.
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I was blown away with their application and translation of behavioral science into practice. They took a very complex ecosystem and created a series of interventions using an innovative mix of the latest research and creative client co-creation. I was so impressed at the final product they created, which was hugely comprehensive despite the large scope of the client being of the world's most far-reaching and best known consumer brands. I'm excited to see what we can create together in the future.
Heather McKee
BEHAVIORAL SCIENTIST
GLOBAL COFFEEHOUSE CHAIN PROJECT
OUR CLIENT SUCCESS
$0M
Annual Revenue Increase
By launching a behavioral science practice at the core of the organization, we helped one of the largest insurers in North America realize $30M increase in annual revenue.
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Increase in Monthly Users
By redesigning North America's first national digital platform for mental health, we achieved a 52% lift in monthly users and an 83% improvement on clinical assessment.
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Reduction In Design Time
By designing a new process and getting buy-in from the C-Suite team, we helped one of the largest smartphone manufacturers in the world reduce software design time by 75%.
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Reduction in Client Drop-Off
By implementing targeted nudges based on proactive interventions, we reduced drop-off rates for 450,000 clients belonging to USA's oldest debt consolidation organizations by 46%