This canvas and associated guidance is is a strategic management and lean startup template that can be used the to describe, design, challenge, and pivot a business model to deliver different values or in different ways. It consists of 9 elements: value proposition, customer segments, customer relationships, channels, key partners, key resources, key activities, cost structure, and revenue streams.
It can be used individually or in a group. It works in conjunction with the Value Proposition Canvas and other strategic management and execution tools and processes.
This canvas has been widely used and many variations exist, including those adapted to a non-business context. When adapting to the public sector context, "customers" may be considered stakeholders or users and "revenue streams" may also include outcomes or impacts.
It was originally intended to provide a more nimble and understandable replacement for a business plan.
This resource walks you through a systems practice, and describes process phases (Launch, Gain Clarity, Find Leverage, Act Strategically, and Learn and Adapt) and methods for guiding the practice.
This resource has been developed in collaboration with teams across The Omidyar Group. This workbook aims to fill the gap between the promise of a systems approach for making social change and putting it into practice. It was created alongside curriculum as part of a paid course.
For each method, results, actions, difficulty, time estimation, and tips are included.
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
This resource describes a comprehensive method for the BC Public Service (BCPS) to design services for British Columbians, although it is also applicable to other governments.
The Playbook is intended to help ensure public service designers have the necessary tools and corporate support to make change.
It includes an overview of service design, a discussion of when and how to use it, as well as detailed guidance and tools for the various methods used in service design. The methods are organised according to the publisher's model: Alignment, Discovery, Opportunity, Prototype & Test, Roadmap, and Implement.
The resource also compares service design with other public service approaches, like behavioural insights, lean, etc.
The appendix includes research planning templates, template partnership agreements for service design projects, and sample matrices for evaluating opportunities.
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.
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.
A part of the Australian Public Sector Innovation Toolkit, this provides guidance on what horizon scanning is and how to do it. It includes assessments, checklists, and specialised information about techniques.
Established in 2016, these 9 principles provide guidelines for information sharing and interfaces, operating models, rapid service development and preparedness within the Finnish government and beyond.
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.
BASIC (Behaviour, Analysis, Strategies, Intervention, and Change) is an overarching framework for applying behavioural insights to public policy from the beginning to the end of the policy cycle. It is built on five stages that guides the application of behavioural insights and is a repository of best practices, proof of concepts and methodological standards for behavioural insights practitioners and policymakers who have become interested in applying behavioural insights to public policy.
The document provides an overview of the rationale, applicability and key tenets of BASIC. It walks practitioners through the five BASIC sequential stages with examples, and presents detailed ethical guidelines to be considered at each stage.
A hands-on resource that provides practical advice, guidance, and an 8-phase process from concept development to implementation for building an open government program, with each step referencing principles, lessons learned, case studies, and a checklist for determining whether you are at the right phase. This resource complements Open Government Partnership Action Plans and and was developed as part of a year-long project with the Mexican government.
The Scenario Exploration System (SES) is a serious game for future simulation (2035 and 2050). It involves participants exploring their long-term objectives in contrasting scenario-related contexts while interacting with other stakeholders. By creating a realistic journey towards the future, the SES generates a safe space to simulate possible responses connected to any issue of interest to the participants.
There are two editions: "Sustainable Transitions" and "Food Safety and Nutrition Challenges."
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.
A community sourced set of best practices and principles to help incorporate human-centered design into a product development process.
The website contains dozens of methods organised by process, difficulty, time required, and outcomes. Each method contains an overview, detailed, steps, resources, and examples or cases.
The methods are framed in terms of private sector product or service development but can be adapted to a public sector context.
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.
The GovLab's Public Problem Solving Canvas is an online interactive canvas based on twenty questions to create and develop your public interest project. These twenty questions are designed to help you refine your understanding of the problem and those whom it affects; express your Big Idea; and turn that idea into an actionable strategy in the real world to the end of improving people's lives.
This resource gives the real story of how government innovation labs develop in the development context in Eurasia, Asia and Middle East: organic and people-driven, often operating under the radar until safe to emerge. It shares a truthful examination of the twists and turns of seeding, starting up and scaling labs, covering the challenges UNDP faced and their failures, as much as their successes. It includes in-depth histories and lessons regarding 4 UNDP innovation labs.
The resource is meant for those interested in how innovation lab creation might look different in an international development context compared to labs in more developed countries.
The Policy Methods Toolbox is a repository of policy development methods that helps policy practitioners identify and select the right approach for their policy initiative.
It is organised into four themes:
Start Right: a light touch approach to making the best start in policy projects.
Behavioural insights: the study of human behaviour, often drawing upon the empirical research in fields including economics, psychology and sociology.
Design thinking: also known as human-centred design, co-design and participatory design.
Public participation: engaging individuals and groups in the process of policy design and development, including the provision of information, consultation, collaboration and participatory decision-making.
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.
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
Toolkit developed by the Australian central government, this resource offers 28 pieces of guidance, methods, or techniques for different stages of an organisational innovation lifecycle.
The resource includes an Innovation Diagnostic to get a snapshot on which phase of the innovation cycle an agency might need to focus on.
This resource provides South Australian Government organisations with guidance on the development and format of their digital strategies, which they distinguish separately from an information and communications technology (ICT) strategy. The toolkit contains guidance on the development and format of digital strategies, a digital maturity assessment tool, a digital transformation prioritisation tool, a digital strategy template, and an implementation plan template.
This Field Guide is designed to support new-to-foresight practitioners in incorporating future thinking and foresight into everyday projects. In addition to describing methods (including purpose, pros, cons and considerations for each), it also provides guidance on how to advocate for a foresight related project or approach in your organistion, cultivate a futures/foresight mindset, and build a team.
The ""zombies" referenced represent an unexpected and unlikely event for humanity. Stories about the potential of a zombie apocalypse prepare us for a new world full of uncertainty and risk.
A collection of cards describing methods for planning and executing design research, ideation, experimentation and creation within short iterations (sprints). They split the methods into tasks that follow SCREAM; a methodology which is a modified version of SCRUM, tailored to fit within the publisher's design process.
The card fronts contain basic information, such as activity type, category, and duration. The backs contain basic overviews of the methods and how-to instructions. These are intended to plan iterations and divide up tasks between team members. The publisher recommends using the Design Method Toolkit in combination with the DMT Plan Board, your Scrum Board.
The cards can be viewed for free online or ordered via the website for 50 euros.
Prior experience with design sprints or agile methodologies is recommended.
The Policy Quality Framework describes the key characteristics of quality policy advice, as well as the ‘enablers’ of great advice, like considering multiple perspectives, good commissioning, quality assurance processes and work planning.
It is one of three improvement frameworks co-designed for and by the policy community in New Zealand to help government agencies improve their policy quality and capability.
It includes several policy assessments for different stages of the policy cycle and describes some "acid tests" to evaluate the quality of policy.
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.
This is a set of resources for designers who are approaching legal challenges with a creative, generative, human-centered approach. The toolbox provides guides, tools, and examples to help you scope & tackle these challenges with design. It includes a Legal Communication Design Toolbox, a Legal Design Pattern Library, and a Legal Product Typology. It covers policy prototyping, visual design, and data visualisation.
The AIA is a questionnaire designed to help assess and mitigate the impacts associated with deploying an automated decision system. It helps identify the impact level of an automated decision system. It was developed with the Canadian Directive on Automated Decision-Making in mind but it can be applied elsewhere. The questions are focused on business processes, data, and system design decisions.
The questionnaire asks around 60 questions and the results will demonstrate impact level as well as a link where you can learn about what requirements would be under the Directive. The questionnaire takes at least 35 minutes to complete. This is an open source project that can be adapted to suit your needs. It is available in English and French.
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 Collective Action Toolkit (2nd edition) is a set of activities and methods that enables groups of people anywhere to organize, collaborate, and create solutions for problems affecting their community.
It guides users through methods according to six action areas, with suggested pathways from one method to the next. For each method, step-by-step instructions are given, in addition to the time, roles, and materials needed. Some methods include canvasses to guide activity.
The toolkit is available in English, Chinese, French, and Spanish.
This resource is an introductory description of a paradigmatic shift in public policy-making from traditional methods to new, innovative approaches. This includes a whole-of-government approach, a refocus on the user, an embrace of complexity, pro-activeness, and collaboration. It describes 7 opportunity areas for innovation in the traditional policy-making process.
A Role-Playing and Ideation Game That Simulates The Process Of Launching A Social Enterprise. The game walks players through a series of activities in order to simulate the process of ideating and launching a social enterprise in four steps: Learn, Invent, Program, and Report. It is available via a pay-what-you-want digital download, and includes instructions for gameplay, a glossary of 200+ business models, and a suite of other resources.
The "Toolkit: Digital Government Urgency, Readiness and Maturity Assessment" helps public sector entities assess urgency for digital transformation and evaluate their organizational readiness and maturity. Respondents of the freely accessible survey receive a suggested prioritization for digital transformation initiatives in the near future, depending on their context, as well as indicative digital maturity levels. An email address is required in order to receive the report.
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.
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 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.
This manual introduces strategic foresight as a practice in the context of the 2030 Agenda for Sustainable Development. It was created with consideration for the resource constraints in developing country contexts, so proposes light-touch and low-cost methods. However, it could easily be applied elsewhere.
The manual features a selection of methods and techniques suited for framing development or policy discussions, but there are many methods and techniques available that are considered part of foresight and futures analysis. These span the gamut from long-term processes and quantitative data collection/analysis to participatory workshops and qualitative assessment of narratives.
It includes a review of different methods, including usage, strengths, challenges and examples of each in practice.
This is one of the first collections of user experience methods. It describes and analyses user experience design methods by costs expended, time required, resources required, expertise required, and quality of data.
The Experiment Co-Creation Platform (ECP) is a model for collaboration and experimenting dedicated in delivering sustainable solutions to wicked urban problems.
The ECP model was developed and prototyped by Demos Helsinki. In the model, cities, higher education institutions and non-academic collaborators such as companies and foundations together define a desirable shared vision to work towards to as well as identify the challenges preventing the vision from happening. Research-based teams develop their research and solutions to the identified challenges through experimenting in a real-life urban setting and support from experts of various fields. The goal is to increase teams’ technology readiness level (TRL) from TRL4 “technology validated in a lab” to TRL5 “technology validated in a relevant environment” and create a premise for feasible, scalable solutions that work in practice.
The resource provides
This playbook defines smart cities through human experiences, including 3 "mindsets" (lenses to understand) and 6 "plays" (ways to start). Originally developed for the City of Calgary, Canada, it offers ways to document, prioritize and advocate for individual human experiences at the nexus of networked technology, data and urbanism. It promotes embracing complexity and designing responsive systems, policies and governance around people for people-centered smart cities. Both PDF and slide deck are available.
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.
A playbook of 13 key “plays” drawn from successful practices from the private sector and government that the publisher believes, if followed together, will help governments build effective digital services.
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.
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.
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.
This resource contains two guides: one about the general field of behavioural economics and another is on developing behavioural interventions for randomised controlled trials (RCTs). The website also contains an academic directory of researchers working in this field.
This resource aims to enrich the efforts of parliaments and their civil society counterparts to engage in collaborative processes, either as part of the Open Government Partnership National Action Plan or otherwise. The first section focuses on the development of open parliament commitments. The second section shares the experiences of a variety of parliaments and civil society organisations in collaborating in the creation of parliamentary openness commitments and in developing ongoing mechanisms for dialogue on openness. The final section shares some of the types of commitments that parliaments have made to become more open, accountable and engaging of citizens. It also lists additional resources that can be drawn upon to advance parliamentary openness.
The resource is available in English, Spanish, and French.
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 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.
The purpose of the standard is to provide guidance for those in the New Zealand government or anyone who designs or provides government services regarding the provision of accessible, integrated, inclusive public services. It includes principles, rationale, information on how to meet the standard, related implementation guidance and resources, and a glossary.
The U.S. Public Participation Playbook is a resource for government managers to evaluate and build better services through public participation using best practices and performance metrics.
Based on discussions with US Federal Government managers and stakeholders, the publishers identified five main categories that should be addressed in all programs, whether digital or offline. Within each category they identified 12 unifying plays to start with, each including a checklist to consider, resources and training. They also provide suggested performance metrics for each main category.
The OGP Toolbox is a collaborative platform that gathers digital tools developed and used throughout the world by organizations to improve democracy and promote transparency, participation and collaboration.
It is designed as a social network and includes use cases and tool "collections," technical criteria informed by the community and recommendations based on the experience of users that have already implemented existing solutions.
The goals of the publisher and platform are to:
- allow actors to identify the digital tools better suited to their needs, by collecting and describing them in the most objective way possible;
- collaborate to make digital tools more accessible and easier to use;
- create favourable conditions to further the development of better digital tools; and,
- foster the sharing of experience between actors and giving feedback on existing tools.
This resource describes open government good practices and presents them to encourage further adoption and innovation. The publisher's goal is to help government reformers and civil society partners in improving the quality and output of co-creation processes across the Open Government Partnership (OGP). The resource was created to aid OGP partners but is applicable to others interested in open government.
The Toolkit contains content organised in a Question & Answer format, a matrix of participation and co-creation standards, and a map of 100 case studies from 39 countries.
This document gives you the information you need to create your own lab. This could be a UNICEF lab—or could simply be a space of creativity that is aimed at solving significant global problems through the application of dedicated local resources.
It provides background on labs, defining a lab's purpose, budget and scoping, and examples of different lab models (outreach/training, product development, service development, operational research, and content broadcasting).
It also includes interactive worksheets for creating lab proposal Terms of Reference as well as examples TORs.
The Do-it-Yourself (DIY) Open Data Toolkit provides a step-by-step guidance on how to develop an open data initiative. The Toolkit is primarily intended for municipalities that have not yet begun an open data project and need some guidance on how to implement one. It can also be referenced by other governments or organizations who are considering initiating an open data initiative.
The toolkit includes: Open data orientation, Planning considerations, Publishing sample data sets, Adopting an open data policy, Executing an open data pilot project with community engagement, and
Moving your open data initiative from pilot project to operational program.
A collection of design patterns, or ‘gambits’, for influencing user behaviour through design. It’s applicable across product, service, interaction and architectural design, aimed particularly at socially and environmentally beneficial behaviour change. The patterns are drawn from a range of disciplines, and are phrased as questions or provocations to enable the toolkit’s use as both a brainstorming tool and a guide for exploring the field of design for behaviour change.
It includes cards, worksheets, and guidance, grouped into 8 lenses, which are disciplinary ‘worldviews’ or fields of research. A Brazilian Portuguese version is available. A how-to page provides tips for using the toolkit in a group facilitation setting.
A tool to help cities and public administrations better orient and diagnose themselves regarding their innovation profile and maturity.
The tool includes a self-analysis quiz, a map to help navigate concepts and trends and compose your a custom menu. It also includes guidance for setting an innovation strategy.
Sonar comes in the form of a newspaper printed in A2 format that can be used in a group setting . This resource is available in French.
This guide outlines BETA’s approach to developing behavioural interventions for randomised controlled trials (RCTs), based round 9 guiding questions through four project phases:
Discovery, Diagnosis, Design, Delivery. The guide is designed to primarily help with the discovery and diagnosis phases.
It also includes basic guidance on setting up an RCT.
The website includes an academic directory of those working in the behavioral economics research community.
The Better Government Toolkit provides resources to build a better government through innovation. It focuses on four areas/verticals: Build a 21st Century Culture and Workforce, Improve Government Services Delivery, Solve Complex Problems, Collaborate with Innovators. It includes case studies within the United States Government. Each tool includes approach, actions and considerations, glossary of terms, related policies, and related resources.
The purpose of the standard is to provide guidance for those in the Australian government or anyone who designs or provides government digital services regarding the provision of simple, clear and fast services. It includes 13 criteria, rationale, information about meeting the standard, design principles, service design and delivery process, related training and guides, and a glossary.
The resource also includes downloadable posters.
The resource was designed to help organisations: develop a clearer understanding of the range of purposes of collaborations, reflect on the partnerships they have established, and focus on ways to strengthen new and existing partnerships by engaging in discussion about issues and ways forward. The resource contains guidance as well as an interactive partnership assessment tool.
Although it was created with the health sector in mind, it is relevant for other sectors as well.
For innovation projects, Part 2: Choosing Partners may be problematic to assess since partners, approaches, and core business may be unknown.
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.
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.
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 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.
Liberating Structures is a web resource that includes a collection of 33 results-oriented collaboration patterns have been developed and refined through field testing over a 10+ year period in a variety of sectors including healthcare and business.
They are intended to complement conventional practices for organisational design and strategy design. They are designed to be used in an inclusive collaborative setting.
Associated books (for sale) and video guidance is available to assist those getting started with this approach.
The Privy Council Office's Impact and Innovation Unit’s (IIU) developed this guidance for impact measurement, in support of its work under Impact Canada. This resource provides an introduction to the topic, as well as a reference for those involved in the design, delivery, procurement or appraisal of impact measurement strategies in Canada and beyond. It provides descriptions and considerations of different ways of measuring impact versus traditional methods.
It includes the reasoning for measuring impact, threats to validity of impact evaluation, a matrix for evidence, descriptions and guidance on methods, including Randomized Control Trials and quasi-experimental approaches.
The resource is available in English and French.
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.
This resource covers five key roles in a public innovation ecosystem: Problem Solver, Enabler, Motivator, Convener, and Integrator. For public administrations wanting to make an impact on a societal challenge, it helps identify where to start, and how the administration fits in with other actors already focused on the same or similar challenges. By understanding which of these five roles to assume when launching an initiative, organisations may be able to more effectively deploy their resources, partner with other organizations, and reduce redundancies. The resource is based on an examination of innovation initiatives in the United States, but may be applied elsewhere.
The resource is intended for those working in the international development or social impact space to assesses the future impact that innovation can deliver in a system. It focuses on three "systems": The Problem Space, The Innovation Space, The Context.
It's goals are to precipitate better understanding of the problem of focus and the context in which it exists, assess enablers and barriers
to innovation, track system change over time, and assess the impact of a program ex post facto. It includes tools and methods organised into different possible "journeys" that define overall related activities, resources, user values and timelines.
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.
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.
The toolkit's goal is to help actors conceptualize and operationalize their ambitions in terms of supporting social innovation. It contains not only “procedures” but also knowledge concerning social innovation.
The guide was designed to support European Social Fund (or other) funding organisations that want to focus mainly on service innovation (as opposed to systems innovation or internally oriented process innovation). But it also recognizes the idea of broader societal transitions and the need for changes in internal processes as a condition to make externally oriented innovative services tangible.
It contains social innovation background information, principles, strategies, project guidance, capacity building, staffing, and implementation.
The resource addresses the use of financial prizes to source solutions to challenges. It draws on academic literature, interviews with analysts and practitioners, surveys of prize sponsors and competitors, databases of small and large awards, and case studies of 12 effective prizes to produce lessons from a range of sectors, goals, and prize types. It provides frameworks and recommendations to help improve current prizes and stimulate effective future use. While it is targeted to philanthropic sponsors, be can also be helpful to governments considering this approach.
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
A collection of code, tools, and case studies to help United States federal agencies adopt the Open Data Policy and unlock the potential of government data.
This project is meant to be a living document, so that collaboration in the open data ecosystem is fostered, and the continual update of technology pieces that affect update can happen at a more rapid pace. Edits to the content may be made by anyone.
It could provide other governments with examples and starter content for its own open data policies.
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 playbook describes 10 "plays" organised around
designing the job, finding the right people, and guiding applicants. Each play includes guiding steps and examples.
Designed with the assistance of the CNFPT and the DGAFP, this game is inspired by "Chutes & Ladders": a board game where the team must realize the major stages of their project, and sometimes encounters ladders (these "little miracles" that win several boxes at once) and chutes (these pitfalls that push back the project carrier). The resource is in French.
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.
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.
This is a report from the Workshop ‘How might we approach transformational change for complex challenges in the future?’, held in London 30-31 August 2017. It provides 18 insights and considerations for playing the enabler, catalyst, and convenor roles in creating a mindset of long-termism.
Principles and guidance for developing digital services in Argentina and beyond. The resource is available in a Github repository and includes 9 principles, indicators, and standards for API's, website, mobile applications, and others.
Public Design Vault is a curated directory of 500+ design tools & resources for public good. These resources are intended for those working at the intersection of human-centered design, innovation and public/social impact. The resource also contains "collections," or bundles of tools each categorized according to a use case (e.g. brainstorming) or a specific topic (e.g. leadership).
Grounded Change is an approach and social innovation methodology used by the company InWithForward. It means flipping the order in which most social policies & services are made. Rather than start at the top, in boardrooms, they start at the bottom, with user needs. They have named 7 kinds of interactions that they believe are the most important to weave into policy, procurement, service delivery, and community activities. This resource contains the context, reasons, and mechanisms of Grounded Change.
This is a LinkedIn article exploring what a canvas for an Experimentation System should include. It is a way to visualise an experimentation system in a one-page view. It's author says it bring hundreds if not thousands of actions and decisions into context and helps to translate nebulous terms like 'innovation culture' into practical actions. The article offers explanations of the 20 building blocks and offers the canvas via email request.
A curated set of resources on innovation by Tim Kastelle. This resource is primarily framed around private entrepreneurship, but some elements are transferable to a public sector context (i.e. cultivating a growth mindset). The resource is associated with a masterclass offered at the University of Queensland.
The IIDM Toolset was designed as a guide for organisations and individuals seeking to build the capacity of problem solvers to innovate and collaborate more effectively. The Toolset addresses two key components: (1) cultivating an innovator’s mindset, and (2) improving the processes that support decision making along the journey from idea to impact. The publisher asserts that both of these ingredients are vital for decision making to yield improved innovation. The Toolset offers users practical approaches that map to each of the 6 stages of decision making, including adopting the right mindset, generating insights, reframing challenges, developing and testing new ideas, and determining a course of action. The resource was created with a global development organisation structure in mind but is broadly applicable to other organisations interested in building innovation capacity.
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.
This short guide aims to take a practical approach toward workplace innovation. It includes practical knowledge, case studies, self-assessment, and suggested pathways to change, as well as further sources of information and support. It is based around four elements:
Empowering jobs and self-managed teams.
Flexible organisational structures, people-centred management practices and
streamlined systems and procedures based on trust.
Systematic opportunities for employee-driven improvement and innovation.
Co-created and distributed leadership combined with ‘employee voice’ in strategic
This resource is a modular set of tools (10 methods in 3 phases) that can be run in various ways, from a general tool to discover and ideate futures into a premeditated, repeated and ever-focusing exercise to build a vision on one or more lines of work. The resource can also be used to bring transparency and alignment to any organization through repeated exercises. It consists of three types of tools: Worldbuilding, Predictive Analysis and the Optimal Futures. The authors also suggest a process that includes a Setting Up and Follow-up steps. The resource is tailored for group work. The publishers suggest using it in diverse groups around 6-10 people and run as round robin — meaning at the end of canvas, each group presents their findings briefly, and continues to work on the next canvas / topic. The publishers suggest that all parts can be executed over a long intensive day, or over several days session, one task each day. The website also includes facilitation tips for each phase. The resource is oriented toward private sector but could be adapted for use in a public sector context. The toolkit itself is free to download in exchange for your email.
The book is a collection of ready-to-implement tools to structure and manage the challenges and exploit opportunities of sustainability and transitions. The goal is twofold: improving the understanding of a challenge by going deeper, broader and by improving the quality of the discussions and conversations around the problem among participants. It focuses not only on the problem-solving process but also on the learning process while designing and implementing solutions. The tools are presented in a simple and visual approach to support practitioners’ every-day work on climate change, transition, and system innovation.
This is a collection of tools developed through transforming leading innovation management theory into hands-on, easy-to-use, actionable innovation tools. The tools are organized in the categories: Culture, Business model, Validation, Pitching, Technology, Strategy, Problem discovery and Ideation. Each tool contains a description and a step-by-step guide telling how to approach it. The resource also includes guides, videos, posters, quizzes, etc., which provide knowledge within the field of innovation management and design thinking.
The Service Sandbox is a visual, playful, co-creation tool that allows individuals to explore digital services in a tangible and interactive way. The sandbox can be used to test an existing service or to create new ones. The resource is oriented toward designing interior environments, especially digitalising environments, but could be used more broadly. The tool consists of three phases (build, ideate and define), plus a pitch template for taking the process one step further. According to the authors, the tool can be used when design professionals and other professions want to work and co-create together in order to achieve alignment and create a common language between them. The Service Sandbox can be used anywhere between 3 hours to a 2-day workshop depending on the requirements and goals.
The current big shift in management - both public and private - is from linear models to circular models. This resource was designed to help innovators create more elegant, effective and creative solutions for circular economy. This resource allows users to explore new ways to create sustainable, resilient, long-lasting value in the circular economy. While it is oriented towards private sector manufacturing and products, it can also be helpful for public sector organisations to think about supporting more circular models, either externally or in their own operations. The resource is divided into sections: understand, define, make, and release circular innovations. The resource includes detailed step-by-step guidance on circular methods and mindsets, including videos, cases, and related resources. The guide also includes resources for putting circular strategies into action, including worksheets and packaged workshops with facilitator's guides, video lectures, and presentations.
This toolkit is targeted towards impact entrepreneurs, intrapreneurs, partnership brokers and facilitators, and accelerators supporting impact entrepreneurs who are initiating value chain partnerships, partnerships where organizations seek to integrate existing or create new value chains. The Partnership Co-design Toolkit (P.ACT) includes four stages of co-design and 12 tools, each building on the previous, to bring partners closer, to developing a complete partnership model, and get ready to commit. The toolkit is designed to maximize partnership success and offers four features:
1) Co-design process: A four stage co-design framework to ensure inclusive participation and continuous engagement of all partners.
2) Value focus: Emphasis on defining both the value created and the value captured through the partnership. It focuses the partners' attention on generating value for their customers and beneficiaries as well as for their organisations.
3) Collaborative approach: Individual self-assessment and reflection alongside collective problem solving, constructive dialogue, decision making, and action planning.
4) Modular use: Enabling users to diagnose their partnership needs and helps them identify the right tools to move their partnership forward.
The resource includes step-by-step instructions, illustrative examples, worksheets to document outputs, facilitator tips, and templates, including some editable planning spreadsheets and checklists.
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.
The Design Sprint is a methodology for quickly solving problems through developing a hypothesis, prototyping an idea, and testing ideas with users. Design Sprints quickly align teams under a shared vision with clearly defined goals and deliverables. The Design Sprint methodology was developed at Google from a vision to grow user experience (UX) culture and the practice of design leadership across an organisation. The length of time for Design Sprints will be based on the goals and the needs of the team. Sprints typically range from 1 to 5 days. This resource includes guidance on the methodology, planning sprints, a method library (including recipes for sets of methods used sequentially for different purposes), and downloadable resources. The web-based resource also features a community of contributors as well as case studies. While the Design Sprint methodology has commonly been used for product design in a private sector context, the methodology can also be valuable in the public sector for exploring a problem spaces and quickly prototyping ideas and testing assumptions.
This is a collection of six workbooks containing tools and guides for transitioning towards a Circular Economy. The workbooks relate to the six focus areas:
1) Circular Economy Sustainability Screening
2) Circular Economy Business Modelling
3) Circular Product Design and Development
4) Smart Circular Economy
5) Closing the Loop for a Circular Economy and
6) Collaborating and Networking for a Circular Economy.
Each workbook contains an introduction to each Circular Economy topic followed by guides, activities and tools. A library of tools is also available separately on the publisher's website.
The main goal of the SISCODE Toolbox is to provide support for the co-creation labs in making sense of existing data, tools and toolkits. Co-creation is a non-linear process that involves multiple actors and stakeholders in the ideation, implementation and assessment of product services, policies and systems. The resource aims to improve their efficiency and effectiveness, and the satisfaction of those who take part in the process. The SISCODE Toolbox aims to facilitate the design and implementation of co-creation journeys, focussing on better understanding and prioritisation of the particularities of each context. The selection of tools and toolkits intend to support the development of design-based processes from the problem analysis to the ideation of a solution, the development of a prototype and its experimentation in a real-world context. The resource includes a set of canvases and basic instructions for their use.
This toolkit allows organisations to change their mindset and move from a project-oriented approach towards a platform-way-of-working that is designed to tackle complex problems. The toolkit was developed and tested by the Danish Design Centre in collaboration with United Nations Development Programme (UNDP) and 40+ country offices. The toolkit consists of several mapping exercises. After using the integrated Mission Statement Generator to create an ambitious yet realistic mission statement, organisations explore their ecosystem by identifying actor clusters. The organizations then explore and understand the interactions between the different clusters by organising them into a value system map. Finally, by mapping out the organisation, organisations define relevant channels and touchpoints within their ecosystem. In addition to the toolkit itself, video tutorials for leaders and country case studies are also included.
This toolbox is a guide for shaping the future and developing organisational operations. It guides users through how to build an organisation’s future capability to ready it to deal with new phenomena. It guides users through all the steps of building a vision and for viewing, interpreting or shaping futures. It contains three phases: Trends and Signals, Interpretation and choices, and Shaping futures. Each tool includes step-by-step guidance and downloadable resources.
Creating City Portraits is a methodological guide for downscaling the Doughnut, and Doughnut Economics (based on the book and model of the same name), to the city and turning it into a tool for transformative action. This guide describes the methodology and introduces principles to consider at the city level as well as the interconnections between different scales, from household to global, to transform a city to a thriving and also ecologically and socially responsible one. The guide focuses on Amsterdam as an example and covers how the model translates into targets and performance indicators.
A library with over 150 different canvases and tools, all in relation to the Business Model Canvas and other visual design canvases. The canvases within the library focus on generating insights, strategic business development, value creation, value chains and user insight. The library contains quick tutorials and canvases in many languages and organises canvases by how they are licensed for reuse and remixing. The tools themselves are accessed by the canvas publisher's websites, which are linked in this resource. Canvas creators can also request access and add their own canvas to the library.
A living compilation of social innovation lab theory, templates, and tools to help address complex system problems and design a social innovation lab. This web-based resource includes sections Seeing, Doing, and Being, each with links to additional guidance, tools, and videos.
The DIN model is a methodology for developing solutions using a design-driven approach with the goals of achieving better and more innovative processes and outcomes, increasing probability of implementation, and improving user satisfaction. The model helps explore all the potential pitfalls, possibilities and limitations, particularly in the "front end" or early stage of projects. The DIN model consists of a series of phases and four ‘gates’. Each phase contains a variety of activities and questions, which varies depending on the kind of problem or what ambitions you have for your solution. The DIN model does not give answers but ask the relevant questions. Upon completing a set of activities, toolkit users enter the gate to a new phase, working through processes of research and analysis, concept development, testing, implementation and the roll-out of ideas to others. This resource is intended for those with some experience with design-driven approaches; otherwise, it suggests involving a design firm. The model is based on insights from more than 80 innovation and user-driven projects in which Danish Design Centre and/or Mindlab were involved. The Appendix includes several tools based on the methodology.
Futures Frequency is a workshop method for groups of 8–20 people. This website provides tools for facilitating the workshop either online or in person. There are videos that introduce each theme and the facilitator’s handbook includes detailed steps for facilitating the group assignments.
Futures Frequency was developed by Sitra based on input from a development team in various fields. It's purpose is to increase participants’ ability to envisage different futures and take action towards the realisation of a preferred future. The workshop method is intended for use by anyone.
Futures Frequency can be adapted to the needs of various kinds of groups. The publisher suggests possible incorporation of megatrends to bring more depth, weak signals to add context, or other methods from their accompanying Futuremaker’s toolbox.
The resource includes a facilitators handbook with detailed instructions for each stage of the workshop and scripts for the facilitator’s spoken parts. The resource also includes materials to run the workshop, including a slide deck and online whiteboard tool template. The toolkit is available in English and Finnish.
This toolkit offers a starting point and a framework for uncovering circular potentials and barriers and to potentially identify new circular business models. The tools in this toolkit focus specifically on mapping a company's circular potentials in the value chain it operates within. And it gives priority to understanding, framing and re-fining the value businesses create in the value chain, exploring the interaction with both customers, collaborators and influential stakeholders. The toolkit includes a Circular Business Model Map, a guide on how to use it, as well as video guidance on how to use the method.
The REMODEL toolkit is targeted at companies producing products and is focused on developing economically sustainable business models through the principle of open source. While the toolkit is private-sector-oriented, some of the co-creation principles and methods can also apply to some areas of the public sector. The toolkit was published based on the experience of REMODEL with 8 Danish companies in 2018. The toolkit consists of 7 work packages and each part has a step-by-step instruction and a video tutorial as well as examples of how to work with each exercise. Using the tool, teams of 2-4 people work through the materials at their own pace and autonomously from their own locations. Each package takes approximately 4 hours to complete. Because of the introductory videos and the written guides, there is little need for a trained instructor or any previous experience with open source or design methods. The REMODEL editable source files are available via Github for download and remixing.