EAST is a framework and summary of the Behavioural Insights Team's knowledge of behavioural science, developed for busy policymakers. It is based around principles of making actions Easy, Attractive, Social and Timely (EAST) applied to a 4-step process: 1. Define the outcome, Understand the context, Build your intervention, and Test, learn, adapt.
It is a more simplified version of the publisher's prior MINDSPACE framework. The resource includes overall guidance and case studies.
The United Kingdom government's design principles and examples of how they have been used. Each principle includes links to articles with additional explanation and reflections.
1. Start with user needs
2. Do less
3. Design with data
4. Do the hard work to make it simple
5. Iterate. Then iterate again
6. This is for everyone
7. Understand context
8. Build digital services, not websites
9. Be consistent, not uniform
10. Make things open: it makes things better
A curated set of 18 canvases that walk you through the steps needed for creating services & products using the combined principles and methodologies of agile development, lean startup, and design thinking. The publisher's intent is for you to reach business objectives in an iterative and human-centric way. In adapting to a public sector context, "customers" may need to be re-framed as stakeholders or service users. GitHub source content available. Includes how-to videos.
This mini-book is based around the Cynefin framework, a contexutalisation and sense-making framework developed by Dave Snowden. The resource provides an overview of the Cynefin framework and use of narrative research, guidance and a tool for developing shared sense-making, and tools and guidance for developing a portfolio of experiments for different types of problems, distinguishing between complicated and complex problems.
The publisher requires a free login in exchange for downloading the resource.
The toolkit provides an approach and methods those looking for a new way to tackle social and policy issues by making services more valuable to customers and users, easier to use, with fewer resources wasted on implementing the right ideas in the wrong way (or on the wrong ideas entirely).
This approach involves spending time understanding people’s experiences and resources on their own terms, taking methodical steps to analyse and address these with their active participation, and pushing for more effective cross-team and cross-organisational working.
The included Social Design Methods Menu focuses on the difficult early phases when uncertainty is high. It provides background, modes, methods and "recipes" for different situations and contexts, but the publisher suggests that these be further adapted and configured based on your needs.
A basic understanding of service design is helpful for exploring this toolkit.
The publisher defines Open Policy Making as developing and delivering policy in a fast-paced and increasingly networked and digital world through collaborative approaches, new analytical techniques, and testing and iteratively improving policy.
The manual includes information about Open Policy Making in the United Kingdom government as well as tools, step-by-step guidance and techniques policy makers can use to create more open and user led policy.
This resource is intended to support United Kingdom government teams create and run digital services according to their Digital Service Standard. It covers Accessibility and assisted digital, Agile delivery, Design, Measuring success, Service assessments and getting on GOV.UK, Technology, The team, and User research.
This report identifies five common pitfalls that organisations fall into when using theory of change, and walks through five rules of thumb that will help organisations to use the approach to tackle complex problems. The report includes case studies demonstrating these pitfalls and rules of thumb in practice.
This playbook has been created for innovation practitioners who want to spread innovation skills, methods and tools or build an innovation capacity. It covers the design of effective learning experiences, identification and articulation of learning needs, pitching a learning offer at the right level, and connection of a team or innovation strategy with learning and development.
It contains overview of 35 methods that Nesta regularly uses in its practice. Each method description includes a short description explaining its purpose and background and how it can be used to help others think about and discuss learning for innovation.
14 methods and 3 recipes suggesting how to combine them, associated with a guide book available for sale by the toolkit publisher.
Accompanying each method: Purpose, Outcomes, How to do it, and Tips as well as a worked example, to help readers understand how the method and associated template can be used at the early stage of designing an innovative service.
This resource includes a framework, basic guidance and canvas for use in mapping and assessing organisational readiness and capacity development, designing and developing assessment criteria for capacity-building, facilitating strategic dialogue, supporting and assessing the impact of innovation teams and labs, and enabling structured focus on what elements should be prioritised in capacity-building efforts as well as for case production and knowledge sharing.
The resource is both an online catalog of resources as well as a publication. Combined, they comprise a basic but comprehensive introduction to service design and a selection of service design tools. The resources include the fundamentals of service design, an explanation of the Double Diamond design process and how it is used in service design, what to expect when working with a designer, and tools and methods that service designers use in the creative process. The publisher is considered the creator of the Double Diamond design process, which is ubiquitous in the design world.
The Open Data Board Game is a board game built around the creation of tools using data. A physical board game journey might involve clearing datasets for release as open data, achieving a certain data quality, and ultimately connecting data sets with a start up, SME or government to deliver economic, social and environmental benefits.
It is a Github code repository that contains all the things that are needed to create the game. It is a work in progress, according to the publisher. Requires some expertise to create the board game using the files in the Github repository.
The DIY Toolkit was designed for development practitioners to invent, adopt or adapt ideas. It is a curated collection of design-based tools that draws on the publisher's study of many tools currently being used. The publisher has included the ones which it believes practitioners find most useful. While created for a development context, the tools are applicable to other contexts. The website contains video guidance, case studies, and associated curriculum (DIY Learn). The resource can be downloaded in many language.
Each tool is presented in terms of what it is, how to use it, the tool itself, and a case study of its use in practice.
The website is aims to be a major knowledge broker in the behavioral sciences, particularly behavioral economics and related areas (nudging, behavior change, etc.). The site contains a guide (published annually), a blog, a LinkedIn group, and job board. The site’s mission is to connect people, provide resources, as well as promote the growth and relevance of the discipline. Note that behavioral economics is a specific application of behavioral science. Downloading the guide requires you to enter your email address and sign up for their newsletter.
The IoT Service Kit is a board game that brings domain experts out of their silos to co-create user-centric IoT experiences. The Kit consists of three major components: maps, tokens and cards, which can be downloaded and printed/3D printed. It includes source content on GitHub as well. Its stated goals: achieve mutual understanding, stay tangible, and make complex simple. It is best for those who have some understanding of service design processes and principles as well as IoT technologies.
The Sustainable Livelihoods Approach (SLA) is a method of analysing and changing the lives of people experiencing poverty and disadvantage. It is a participatory approach based on the recognition that all people have abilities and assets that can be developed to help them improve their lives.
The SLA Toolkit For Wales provides practical tools to help people with participatory community development. The toolkit describes what the SLA approach is and how it can be used. The appendices then contain all the specific tools for undertaking SLA work, as well as a range of monitoring templates that can be used to track an individual or family progress using the approach.
This resource offers on ways to do things differently by introducing basic guidance on the process of design thinking. It provides guidance on how to introduce this new approach into day-to-day work in the public sector. It was developed for both policymakers and people who design and deliver public services who need to make large changes in how they serve their citizens.
It includes guidance on creating an environment set up to do design work as well as an overview of some of the most commonly used methods. It includes guidance on how to respond to challenges to this approach as well as a few tools in the appendix.
Lean Brand Creation is a structured method for lean creation of a new brand, and a strategic guideline for an existing brand in any brand, marketing & experience design work. It contains a set of 22 canvasses. It is intended for a marketing context but some techniques could be adapted for public services or for stakeholder engagement.
It is an offspring of Futurice’s Lean Service Creation, and can be used with the LSC toolkit or on its own.
The MINDSPACE report is used by the Behavioural Insights Team as a framework to aid the application of behavioural science to the policymaking process. It is a predecessor of the more simplified EAST framework. It describes four actions that should underpin government‟s attempts to change behaviour: Enable, Encourage, Engage and Exemplify. It includes a users guide for understanding what affects human behavior and describes the MINDSPACE framework through several case studies.
This web-based resource was designed to build an understanding of how adopting an experimental approach can be used to make policies more effective. It focuses on designing and delivering trials. It includes interactive guidance to determine which type of trial is appropriate.
DIY Learn is a set of online modules to help development practitioners understand and embed practical tools to support social innovation in their work. It contains a series of free, 2-hour courses as well as a trainers handbook. It was created for international development practitioners but is applicable for public sector staff as well.
This is a starter kit covering signal spotting, or detecting early signs of change in several fields: Technology, Policy, Business model, Citizen action, Research finding, Design, Application, Idea / innovation. The online resource includes video guidance, examples of signals in the different fields, and exercises for practice with signal spotting. It also includes exercises for signal spotting in one's own context.
This resource includes tools, approaches and resources for local authorities sharing non-personal data. The publishers intend it for those currently working in city governments as well as those supplying data sharing services to be able to find a common language and process in approaching the sharing of data. It focuses on both the technical and non-technical aspects of sharing data, including building data sharing partnerships, building a team, ecosystem mapping, and proposal and business case development.
This web-based resource contains ideas and practical help to use digital and social media in the public sector. It is organised by techniwues, strategies, examples, and (user generated) questions. This resource can assist governments with service delivery and stakeholder engagement. The publisher's main website also contains other resources for online communication.
This resource tells the stories of 20 teams, units and funds established by governments and charged with making innovation happen. i-teams, short for innovation teams, are dedicated teams, units and funds, to structure and embed innovation methods and practice in government. They are largely affiliated with Bloomberg Philanthropies and its associated i-teams program and usually within local governments.
This resource analyses the diversity of structures and approaches, their impacts, and the key lessons for other government leaders looking to emulate these efforts.
There is a free and paid version of this toolkit and an associated workshop offered by the publishers. The free version of the kit provides tools to structure your thinking when designing a service that includes machine learning elements. The core idea is that you first describe a user journey in a physical or digital space, and then use the materials from the kit to brainstorm service concepts in that space.
The core materials include:
- A booklet summarising key concepts for designing IA services, and a glossary of common machine learning terms
- Two canvases for summarising the service concept
- Three card decks that describe important elements of IA service design
- A map, showing the setting for the service concept
The Shift Surrey guide provides an overview of Surrey's design approach to date, including a summary of projects and suggestions for building an internal community of practice inside government. At the end of the guide, there are several typical design tools, tips and tricks learned through Surrey's experience and suggestions for related design resources.
This is a tool compendium created specifically for participants of a programme in Victoria, Australia. It is a PDF containing an organised selection of the key tools used during the sessions.
It is divided into two sections:
1. ‘tools for experimental problem solving’ and aligns with both the publisher's Experimental Continuum and Six Principles for exploring the unobvious.
2. ‘tools for setting the conditions’, which looks beyond the project challenge to other factors that can impede innovation if not addressed simultaneously, e.g. team dynamics, communication and environment.
Innovate to Save was launched in February 2017 with funding from Welsh Government. The programme blends grant funding to undertake a Research and Development phase, incorporating prototyping and piloting of the organisations' ideas, followed by the opportunity to apply for an interest-free loan on negotiable terms to implement the project at scale during an implementation phase.
Repayable finance is a tool that governments can use to support innovation in public services - allowing governments to benefit from the success of innovation, and reinvest money on a regular basis in new innovations.
This guide aims to be a practical and informative tool that helps public service organisations- although most likely local and national governments - to stimulate innovation within a challenging context. Informed by experience, it aims to guide teams through the process of planning, developing and implementing a programme of blended finance for innovation.
Challenge Prizes: A practice guide provides practical guidance and support to help explore challenge prizes and offers guidance on designing and running a challenge prize.
The resource covers what challenge prizes are, guidance on deciding whether a challenge prize is right for your situation, and scoping and planning a prize--including a Challenge Prize Design Worksheet and Challenge Prize Schedule Worksheet.
This toolkit is for people help each other map out the skills, knowledge, resources and capabilities they have in order to respond to, and effect, change in their community.
The Possible Futures Lab of the Information Security Group at Royal Holloway University of London originally developed the toolkit to assist grassroots co-creation in the community of Pallion, Sunderland. They have made their toolkits available to others to adapt.
This web-based resource has been created by the Helen Hamlyn Centre for Design at the Royal College of Art to share ways to design inclusively for a range of physical and cognitive abilities. It includes personas representing different abilities, an overview of typical daily activities done by those personas, a selection of design methods, as well as a collection of ethics for designers. The research method selection describes each by input, output, suitability, and characteristics, including whether it is about designing "with" or "for" people.
This resource is for designers interested in bringing a more inclusive approach to their service or product design practice.
This resource provides guidance on four criteria/factors (Specific Problem, Defined action, Clear Data Product, Accessible data) the publisher has found to be helpful for public sector organisations considering running a data analytics project. It also contains information on privacy impact assessments and research ethics.
The Servitization Mapping canvas is a practical tool intended for business-to-business manufacturers to explore strategic directions in a servitization shift, that is shifting from a product focus to a service focus. While this resource is oriented toward the private sector, public sector organisations, being primarily service organisations, may find it helpful for refining their service portfolios and being more service user-focused. The canvas is a template to map an existing product and service offering portfolio as well as clients and competitors in the ecosystem to explore the solutions space in which new service offerings can be developed. This resource includes a short guide as well as the canvas itself.
Our Futures is a game for discovering new ways of engaging the public in thinking about alternative futures. The basic premise of Our Futures is that participants are randomly offered a series of constraints by drawing cards and rolling a dice, which serve as a primer for imagining a participatory futures activity. The game is played either with a group of individuals competing against each other or in teams in 30-75 minutes. The game has three different gameplay models of varying scope and complexity. The resource includes a printable card deck, game board, instructions booklet, and video explanation. The editable materials are also available on Github.
The Design Thinking Canvas is a template and a structured approach to plan a design-led strategy and process. It provides an overview of the different elements in a design process and is a systemic technique to collect inputs from a project. This is helpful for the internal communication within a project team as well as externally towards stakeholders. The tool contains 8 elements: People, Storytelling, Challenges, Vision, Impact, Management, Problem, and Solution. The latter two refers to the Double Diamond design process, which is based on the design-driven approach of using the diverging and converging thinking. The canvas is a process design tool to be used during a complete project. The template is downloadable as a PDF, Mural canvas, and Adobe XD whiteboard.
This toolkit is a guide on how to carry out prototyping and testing. The purpose of the process is to test and improve the ideas at an early stage, before committing a lot of resources to it. The tool provides a step by step guide with simple descriptions on the techniques in each phase and things to watch out for.
The prototyping process is divided into the phases:
- Doing the Groundwork
- Prototyping phase 1
- Prototyping phase 2
- Learn and Evaluate.
The document contains short descriptions and links to tools in relation to the relevant phases in the process, as well as an overall resource list at the end.
Uncertain Times is a set of tools for navigating uncertainty, harnessing curiosity, and maintaining mental wellbeing on a day-to-day basis. The kit is targeted towards individuals to guide personal reflection and consists of three parts: a set of cards, a workbook, and a weekly planner. The resource is inspired by Dancing at the Edge, by Graham Leicester and Maureen o’Hara and explores the behaviours and competencies required to deal with challenges that the 21st Century is throwing at people.
The Paraffin toolbox consists of a wide selection of tools and approaches that focus on capacity building and active facilitation methods alongside work on creative projects. It contains a selection of 16 presentation templates that can be used when a workshop planner or facilitator needs inspiration, guidance or concrete methods within building workshops. The resource also includes articles and best practice guidance on running workshops, including virtual workshops. Many of the downloadable templates are available as editable Microsoft PowerPoint presentations.
The Design for Policy toolkit PROMPT is targeted toward policymakers who wish to identify where design can add value to the policy cycle process by enhancing user and citizen participation. The majority of the design tools included in the resource are common qualitative research and design methods and follow a gradual shift in emphasis from data-centred policy to people-powered policy, according to the publishers.
PROMPT has been collaboratively developed by PDR - International Design and Research Centre in co-design workshops involving civil servants from the UK, Europe and around the world. The resource includes a series of curated tools as well as objectives and instructions for their use.