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.
A mashup of the original Business Model Canvas with lean startup methodology built in, this canvas is intended for social entrepreneurs to validate their offering, prioritise what to develop, and message the offering. This could also be used by a government service provider.
The website includes a checklist to evaluate whether you will likely find value in using the canvas.
Platform Design Toolkit is based on the tradition of service design thinking and the publishers intend it to overcome the limitations in traditional, linear, business modeling approaches. This methodology is based on a multi-sided, ecosystem based, platform model instead of a traditional product or service design. Those interested in building their "government as a platform" strategy or building a suite of digital or non-digital products or services would likely find value in this approach but should be adapted for a public sector context.
The Design Kit resource is both a downloadable PDF as well as online guidance on the different phases of a human-centered design process, organised by Mindsets, Methods (Inspiration, Ideation, Implementation), and Tools. The PDF is only downloadable from the website after creating a user account at IDEO. Website includes instructional videos on the techniques of various user-centered design methods and techniques.
This is a collection of methods and activities, based on Hyper Island’s core methodology, for creative collaboration and realising potential in teams or organisations. It’s a collection of methods and activities, based on Hyper Island’s core methodology and is focused on Learning-by-doing (or Experiential Learning), Reflection (or Reflective Practice), and workshop or group facilitation. It includes Hyper Island tools as well as tools from others.
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 toolkit is designed to be both informative and actionable - helping integrate the latest research in human behavior and decision making into practice. The toolkit features five tools to help designers apply findings from the field of behavioral economics to their practice in order to provide a head start on framing research as well as developing new strategies for solving user problems.
The toolkit includes:
Reference Cards: behavioral economics research findings organized and described
Concept Ecosystem Poster: the relationships between concepts
Irrational Situations Guides: when people act irrationally, what to look for and how to design for these situations
Strategy Cards: ways to design for the irrational mind
Loss/Gain Worksheet: understanding and designing
This toolkit outlines Bridgeable’s approach to harnessing behavioural economics (BE) to design better products and services that nudge user behaviour. It combines a service design approach with a BE approach, with the caveat that BE helps identify and tweak pivotal moments of decision making but not overall user experience or strategies.
The toolkit includes an overview of BE as well as an ideation and testing framework incorporating BE principles to move from a current state to an idea future state. A basic knowledge of service design is helpful for approaching this toolkit.
This resource distills the United Nations Development Programme's experience and lessons with running Social Innovation Camps into a "how-to" manual for others. The publisher intends it to broaden a project's results, attract donors, find new partners, source new perspectives on an issue, and/or place beneﬁciaries at the centre of project design. The resource was created within an international development and social innovation context but can be adapted for public sector use.
It is available to view online or download upon creating a Scribd account.
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.
Australia's BizLab, within the Department of Industry, Innovation, and Science, was established in 2016 and launched BizLab Academy in 2018. The goal of the academy is to teach Human Centred Design (HCD) to department employees, but also the rest of the Australian Public Service. The academy aims to strengthen the public sector's capability for evidence-based policy and service design while at the same time instilling a citizen-centric culture and building an alumni of human centred design practitioners and advocates.
This curriculum has been modified and adjusted after trial sessions and is available for others to help guide, build, and design their own training modules. It includes a facilitation guide, presentation, and artefacts.
(Please Note: The file download is almost 200MB)
This canvas is a strategic design tool for developing descriptive models of transformative futures. It asks users to name the logics stabilizing the dominant regime — and then imagine how such logics might stabilize an alternative in terms of narratives, goals, core values, governance & practices, and physical inputs.
Requires email address in exchange for download.
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.
This is canvas and background guidance around a set of principles for co-design, inspired by the principles developed by the NSW Council of Social Services. The principles are: Outcomes-focused, Inclusive, Participative, Respectful, Adaptive.
The canvas includes an example case study.
The Hackers’ Kit supports different types of discussions around project and program design. It's aim is to normalise innovation in a large organization by embedding new practices in key project management business processes. Worked on and tested with over 25 project teams in the United Nations Development Programme, the toolkit is intended for an international development context but could be applied to any large organisation with a desire to innovate.
It includes a wall map of the process, question cards to get people "unstuck," and a collection of 19 tools that supports innovation activities throughout the project cycle. With them, one can capture insights and analyse, support decision making, challenge thinking and assumptions, plan activities, prompt discussion, and stimulate reflection. These tools can be used in group sessions, or by individuals and includes a facilitators guide.
The resource contains tools for visualizing and anticipating future risk of technology products, acknowledging that once technology is released and reaches scale it may be used for purposes beyond the original intention. The toolkit contains foresight methods, including 14 scenarios, for kicking off important conversations with product teams--including examples of current signals of future trends. It also contains a Risk Mitigation Manual with 8 risk
zones where hard-to anticipate
and unwelcome consequences are most likely to emerge. Finally, it contains 7 suggested strategies for future-proofing.
This resource is focused on collaboration around designs for solving product problems, specifically on the topics of trust, transparency and control concerning the use of personal data. The methodology used was inspired by those from the Stanford d.school and IDEO. The toolkit is split into four sections – Plan, Discover, Ideate and Prototype.
The resource contains over 20 guided activities and supporting materials (including downloadable worksheets) covering materials for planning and running your own event, including one hour, half day, and full day example event agendas and facilitation plans.
It is intended for product managers, designers, developers, policy policy advisors, regulators, students, and others interested in opening up discussion about trust, transparency and control with a team, organisation, school or clients. It covers topics such as designing privacy statements, consent requests and other features which impact the perception of trust, transparency and control for product users.
The Game of Life 2050 draws on scenarios for a sustainable European society in 2050. It is an interactive board game in which players consider four scenarios that describe the radical changes needed to be living within key environmental boundaries by 2050.
The game takes a minimum of 2 hours to run (ideally 4 hours) and involves 5-7 actors (each played by one person or in pairs) and one Games Master.
Play consists of three ‘rounds’ in which actors are given a set of circumstances that have unfolded at 10, 20 and 30 years into the timeline, and must decide from a range of options how they will respond.
Game materials and guidebook are both available for download.
This playbook is an online crash course on service design. It works alongside the 14 points set out in the Digital Service Standard to provide the basics needed to get started on a digital service.
It covers: About service design, Discovery phase, Alpha phase, Beta phase, Live phase, and Team roles
Here you find a selection of the Danish Design Centre’s commonly used tools. It includes information about the methods, instructions for tool use, and printable materials.
The tools are divided in three categories that are used at different stages in the design process - and often in this order: Explore, Co-create, and Give the future concrete form.
Explore helps the participants to open up and get around all aspects of the issue. Co-create contains tools that help participants get in-depth with the problem, and Give the future concrete form provides the framework for creating a more concrete product - often based on knowledge and experience collected by using the Explore and Co-create tools.
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.
This resource is developed by and for open government influencers - civil servants and civil society representatives seeking to collaboratively make governance processes transparent, participatory and accountable. It is intended for those who want to be an open government influencer.
The original guidance includes recommendations and experiences from experienced leaders in Europe and Central Asia. It follows the publishers' joint journeys in navigating challenges to creating an enabling environment for open government. It was developed based in insights and lessons from those journeys.
The guidance follows three steps: 1) Reflect on constraints, build core competencies, 2) Identify and prioritise shared challenges; and 3) Develop processes for programs and policies
It contains step-by-step guidance for facilitating conversations as well as avoiding common pitfalls.
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 website and blog containing a toolkit based on the book GameStorming (not free) and intends to bring a playful or game-like atmosphere to group problem solving activities for the purpose of creating an mindset conducive to innovation and change-making. The site contains games for different purposes, including vision and strategy, planning, problem-solving, and decision-making.
The online resources describe each method and technique in terms of: Object of Play, Number of Players, Duration of Play, Material Required, Step by Step instructions and, in some cases, videos.
The goal of this resource is to elicit conversation, encourage risk evaluation as a team, and catalyze proactive mitigation strategy planning around algorithm use in the public sector. It includes assessments and worksheets for assessing algorithm risk and managing algorithm risk. The publishers assume users have an understanding of their data and a basic understanding of algorithms.
An collection of communication tools used in service design processes that deal with complex systems, organised by design activities, representations, recipients, and contents. The website is the result of the research activity done by Roberta Tassi during her graduation thesis investigating the relation between communication design and service design, starting from the observation of the existing practices in the field of service design.
Each tool contains a description, how-to instructions, and case studies of its use.
The guide offers practical guidance to local government officials on how to build a culture and practice of innovation and give local leaders an action-oriented framework for breakthrough
innovation. It lays out nine “Imperatives” towards this end, with concrete action steps for each to help cities get started, along with illustrative case studies.
A tool that organizations can use to assess, map and transform their cultures. It is intended at a group activity to guide conversations around outcomes, behaviours, and enablers/blockers. The website also contains guidance for its use. It is intended for a private sector context but non-financial "outcomes" can also be considered when using it in the public sector.
The SIC learning repository is an online, open resource available for innovators, researchers and policy makers to improve their skills in design for Social Innovation.
The tools section is organised by main activities/actions, including:
RECRUITING SOCIAL INNOVATORS
SUSTAINABLE GROWTH AND IMPACT
For each tool, time commitment and team requirements are listed and each can be downloaded as a PDF.
This resource is an imagination game that challenges players to collaboratively and competitively describe objects from a range of alternative futures. The object of the game is to come up with the most entertaining and thought-provoking descriptions of hypothetical objects from different near-, medium-, and long-term futures. The card deck can be downloaded and printed and contains cards, instructions, playsheets, and blank cards that you can customize with your own content. The website also contains suggested ways to play the game as well as examples.
The publishers describe the PD concept as: based on the observation that in every community or organization, there are a few individuals or groups whose uncommon but successful behaviors and strategies have enabled them to find better solutions to problems than their neighbors who face the same challenges and barriers and have access to same resources.
This resource orients newcomers to the Positive Deviance (PD) approach and provide the essential tools to get started. It includes a brief description of basic definitions, as well as the guiding principles, steps, and process characteristics. This guide also includes suggestions of when to use the PD approach, facilitation tips, and outlines possible challenges. The publishers suggest that PD is best understood through action and is most effective through practice.
The resource includes principles and step-by-step guidance. It is available in English, French, and Indonesian.
This resource contains a method library and playbook for commonly used strategic foresight tools, organised by a guiding framework of five planning phases (perspective, opportunity, solution, team, and vision). While it does contain the tools themselves, the resource also contains extensive guidance on each method, including overall guidance, examples, instructions, insights, tips, and tool templates. It also contains overall guiding principles, underlying theories, and considerations for using and sequencing the methods as an integrated methodology. This resource is extensive but organised and navigable. It is oriented toward a growth-focused private sector context but can be adapted for use in the public sector. The resource can be downloaded for free or purchased as a physical copy.