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International Journal of Design Vol. 10 No. 1 2016
C. F. Yang and T. J. Sung
good social innovation ideas, but rather because they lacked
a concrete and sentient presentation interface. By combining
service design with the assistance of external designers, design
prototyping became relatively easy and feasible. As a result, the
stakeholders’ understanding of social innovation plans increased,
and more feedback could be collected through cost-effective
prototyping. This reduced the risk of problems developing in
large-scale implementation.
We discovered that an emphasis on “rapid prototyping” in
service design was a crucial activity for value co-creation. Rapid
prototyping emphasizes quickly proposing design assumptions,
creating prototypes, and entering the market for verification. With
the limited time and resources available, the cases could execute
designs and verifications multiple times, increasing design quality
and feasibility. Rapid prototyping can also aid the demonstration
and interaction of concepts, and use simple and visualized
interfaces to reduce costs and help stakeholders evaluate if the
concepts are feasible and to make possible modifications.
The three service design tools: the stakeholders’ map,
customer journey map, and service blueprint, remain the main
methods selected by each project team to do rapid prototyping.
Here, we proposed another three useful tools for value co-creation
in social innovation, including: 1) a story board: using story boards
the design concepts are clearly presented under the framework
of a timeline, helping participants to quickly understand the
context of the design, rather like watching a movie trailer. Value
propositions for key stakeholders and relevant touchpoints could
also be explained though the story board. 2) products and service
prototype: during the four projects, the workshop prepared a large
material desk with various materials (items with different shapes
and sizes such as Legos, paper, and cans) that could be used by
the design team members to quickly and conveniently create the
products and service prototypes; 3) desktop walkthroughs: this
tool helped to shrink the overall scenarios with figures and scenes
to fit on tables. The design teams also held rehearsals following
scripts and timelines, which is similar to role play.
Taking the “Design for Cancer Screening & Prevention”
project as an example, the purpose of the project was to improve
people’s willingness to undergo early cancer screening. The
Taiwanese government spends US$1.83 billion on cancer-related
treatment a year, which accounts for 27% of the total budget of
the National Health Insurance system. To increase the cure rate
and reduce the cost of cancer treatment, Taiwan has begun the
provision of free-of-charge screenings for oral cancer, breast
cancer, colorectal cancer, and cervical cancer, but the number
of people who have made use of these opportunities has been
low. After three months of investigation, the design teams used
customer journey maps and story boards to illustrate the current
conditions at cancer screening sites organized by 12 communities
in Taipei. The intangible service processes could be visualized, so
that service gaps could be defined easily. In addition, the design
team also did rapid prototyping to hold discussions with medical
experts by using concrete product prototypes, story boards,
or desktop walkthroughs. Finally, 10 concrete and innovative
solutions were proposed, and two design concepts have already
been successfully implemented (see Figure 7). The findings
regarding the effective approaches for value co-creation in social
innovation are displayed in Table 2.
Figure 6. Co-create innovative experiences in a sustainable agriculture project:
(a) the image board used in the field study,
(b) the design teams entering the farmland and experiencing the process of harvesting, (c) selling organic crop with farmers,
(d) the design teams using many pictures and drawings to demonstrate key touchpoints and interactions among stakeholders.