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 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 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 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.
Kickbox is an innovation process that Adobe developed for its own use and then open-sourced so everyone can use it. It is both a process for individuals and a system for deploying that process across an organization at scale. It’s designed to increase innovator effectiveness, accelerate innovation velocity, and measurably improve innovation outcomes. It can also optimize innovation investments by reducing costs compared to traditional approaches. Adobe distributed 1000 physical boxes internally (each containing money for prototyping ideas) and have made the contents available for free download. The website and download contains facilitator instructions as well as instructions on how to create the original box and contents.
The Gift-Giving Project is 90-minute (plus debrief) fast-paced project though a full design cycle, intended to give learners a tangible experience with design thinking. It is intended as a group activity (from 2 to 100+ participants) with a facilitator.
Learners pair up to interview each other, come to a point-of-view of how they might design for their partner, ideate, and prototype a new solution to "redesign the gift-giving experience" for their partner. The resource includes a handout, a facilitators guide, and video guidance for facilitators.
The resource is available in English, Spanish, French, German, Basque, Czech, Korean, Catalan, and Dutch.
The d.school offers a similar exercise, The Wallet Project, which is available in Chinese, Bulgarian, and Thai.
This resource is on an older archive version of the d.school website.
This Field Guide is a systems take on typical design thinking methodology. It demonstrates how to design something with a greater emphasis on creativity and humour. The Guide goes through a systemic design project from concept to implementation. It takes you through the workshop planning process, and discusses workshop roles and client relations. In the FAQs, you’ll find explanations to some commonly asked questions about systemic design concepts to help you introduce others to SD and bring them along with you. It contains descriptions of 17 different methods, including pros, cons,and considerations of each.
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 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.
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.
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.
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.
One of the pioneers of public sector design, Mindlab, developed a set of tools to find and define problems as well as new approaches to solving them. This toolset contains some of the most commonly used in the design practice. The lab closed in 2018 but the method descriptions are still available here in the event that the Mindlab website no longer hosts them.
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.
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.
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.
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.
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.
A canvas for individual sharing about work preferences, meant for building good teams and working relationships. The publisher intends for this to be used for making preferences explicit but not for making demands. PDF and Adobe Illustrator file available.
This is a curated collection of 30+ resources from Stanford d.school classes and workshops, including activities, tools, and how-to guides. They are intended for anyone who wants to become more familiar with design thinking or unlocking creative thinking in whatever challenge being tackled. Some are full-fledged workshops that for guiding others through. Other resources are short worksheet-based activities.
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
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.
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 National Centre for Public Sector Innovation in Denmark has developed this guide to help public sector workplaces share their own innovations and reuse others. It is relevant for anyone who wants to collaborate on spreading an innovation from one context to another. The guide consists of six steps with recommended actions to take and associated tools that help structure the dialogue throughout the process.
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.
A collection of online guidance and knowledge to assist countries and others in setting up open data strategies and platforms.
The resource is comprised seven sections:
Open Data Essentials, Starting an Open Data Initiative,Technology Options, Demand & Engagement, Supply & Quality of Data, Readiness Assessment Tool, and Technical Assistance and Funding.
This resource includes a method and guidance for developing and getting comfortable with storytelling to engage your audience and collaborators in your project. It includes an 8 step process to developing and creating a "sticky" story to inspire and persuade others into action. It includes a downloadable guide with examples and tips and tricks as well as a checklist for evaluating your story.
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.
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 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.
The Design Process Mini-Guide is five-page document outlining a design process taught at the Stanford d.school. The school gives this resource to students after a short design experience, to help solidify the takeaways and abstract the experience to useful framework. The publishers suggest using the document in conjunction with an action-oriented design experience, such as their related Gift Giving Project and Wallet Project. This resource is on an older archive version of the d.school website. The resource is also available in Spanish.
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 Open Data Toolkit provides guidance intended for South Australia agencies and local councils release open data, although can be adapted to other contexts. It includes guidance on the following steps: Identify, Classify, Approach, Approve, Publish, Maintain.
It includes suggestions on governance decisions and roles as well as privacy, public value, and intellectual property guidance.
The Government Innovators Network is a collection of ideas and examples of government innovation for policymakers, policy advisors, and practitioners. It contains news, articles, reports, descriptions of award-winning innovative programs, and events as well as online communities of practice. The publisher's goal is to stimulate new ideas and bring people and ideas together around innovations in government for the purpose of stimulating discourse on the principles and practices of innovation and democracy.
Registration is required to access full content and community features.
Pixar’s Rules of Storytelling provide guidance on developing and telling a good story, an important skill for building consensus around a new idea or project.
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.
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.
This is a report produced in conjunction with IDEO after a 2-year initiative of the Rockefeller Foundation called Paper Prototyping, an effort to better inform investment decisions of the Foundation. While this resource is not a typical innovation toolkit, it was included because it describes an often implicit and invisible process of developing and testing proposals for innovative solutions to complex problems.
Information and resources to guide United States federal employees working on challenges and prizes. It includes guidance on each challenge phase, from preparation to execution and also provides guidance on different types of challenges. It includes case studies and a list of resources for more detailed guidance and support.
The publisher defines validation as the process of gathering evidence and learnings around business ideas through experimentation and user testing, in order to make faster, informed, de-risked decisions. The Validation Guide contains guidance and several tools, including an Assumption Mapper and Experimentation Execution Card for designing and setting up experiments to test ideas and products in iterative ways. The intended audience is large private companies but the principles and tools can apply to idea and product validation by governments. The guide contains several examples from the private sector and the publisher's website contains other free tools. Downloading the free tools is possible in exchange for an email address.
The Open Government Costing Tool is a Microsoft Excel based
application designed to support the collection and calculation of the cost of open government programs. This tool was created as a
companion to the Open Government Costing Framework and Methods, which details an approach to estimating the cost of open government programs. This tool is a template in which users can directly enter data collected on input units and unit costs of an open government program and automatically generate an estimate for the cost of the program. The publisher also offers written guidance on the use of the tool.
An A/B test measures and compares the effectiveness of different versions of a program feature, service, or communication. This interactive tool helps users prepare for A/B tests, create random assignments of users to A or B, and helps users analyse which was more successful. The publishers suggest that this approach can be used by governments to optimize outreach materials, communications and engagement, program features, and processes (e.g., applications, payments).
In this booklet you will find tools to implement the CO-CRE-AR methodology in its three phases: Understanding, Creating and Arming.
CO-CRE-AR moves in spaces of divergence and convergence. The first part invites you to UNDERSTAND in detail the challenge you want to face; the second to CREATE with openness and generate ideas without many restrictions, to then land them and make them concrete in work plans, including the necessary communication elements to "sell" the solution in the organization.
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 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.
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.
“Scenes” is a tool and a method to create visual stories about products and services fast, collaboratively and iteratively. It is intended for leaders and professionals of all industries to shape their ideas and scenarios in the form of fun illustrative storyboards without the need of refined drawing skills. It uses storytelling instead of long functional specifications for new or redesigned services or concepts.
It contains free, downloadable and printable templates for professionals to construct scenes for prototyping products and services. There are also "add-on" scenes for specific situations or topics.
The toolkit contains editable and printable scenes components as well as a how-to guide.
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 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.
The DesignGov experiment was an 18 month initiative of the Australian Public Service to apply design-led innovation to cross-agency problems. This resource is based on the experience of DesignGov and is intended to be a resource for others that might be looking to establish and operate a public sector innovation lab. This resource is offered as a personal contemplation about what should be considered when establishing, running and, possibly, closing a public innovation lab.
The term data collaborative refers to a new form of collaboration, beyond the public-private partnership model, in which participants from different sectors — including private companies, research institutions, and government agencies — can exchange data to help solve public problems.
This resource outlines 8 Phases for designing and implementing a data collaborative (partnership) at an institutional level. The online resource includes examples, enablers, tools, and resources for each phase.
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.
A guide intended for the Australian government for designing public services in user-centered and iterative ways. This resource is intended to help teams start small and learn fast, and to create services that can be delivered quickly and to save money by reducing service failure.
It is organised into 4 design and delivery stages, each with an associated guide: Discovery, Alpha, Beta, Live.
A toolkit targeting journalists and includes concrete guidance on how to use their rights to access information. It is based on a comparative analysis of the access to information laws in the region covered by the Organization for Security and Cooperation in Europe, which has 56 participating states in Europe, Central Asia and North America; of these 45 have legal provisions on the right of access to information held by public bodies which are reviewed in this analysis. It is available in 13 national language versions.
This toolkit provides guidance for public servants on how to communicate with the public using the simplest and clearest language possible and to ensure that all services are accessible, and meets the diverse needs of all our customers. The guidance is based on Universal Design principles.
The toolkit contains advice on general writing style principles, verbal and non-verbal communications, design of forms and documents, web and social media content and how to display signage. It features a series of tips and tricks for evaluating the inclusiveness of communications.
This approach is not only useful in the public sector for improving service experiences but also as a way of making overall communications more open and accessible.
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 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.
A collection of 55 different public/stakeholder engagement techniques, including an assessment of difficulty, engagement level, cost, when might be used, how many people might be needed to run, timeframes, innovation level and a step by step guide for using each.
The mission of TEN is to ensure a scientifically and ethically responsible dissemination of applied behavioural insights throughout Europe and beyond. This is done through a range of Open Access (OA) online resources and member activities.
TEN hosts the Nudge Database, a community-sourced collection and validation system for cases of behavioural insights, including everything from interesting hypotheses to laws that have been applied on the basis of large randomised experiments.
The database is limited and contains examples primarily from Europe and the United States.
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.
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.
A platform for researchers to share findings and methodologies and a repository of theoretical and applied research on open and innovative governance techniques and tools.
A platform for researchers to share findings and methodologies;
A repository of theoretical and applied research on open and innovative governance techniques and tools;
A diversity of publication types – from research reports and journal articles to books and dissertations;
A taxonomy for browsing research by type of innovation, objective, region, sector or tool;
The ability to submit new research for inclusion on the site; and
A community for those interested and committed to studying the impact of governance innovations and a place for those with research questions to connect to those with projects to study.
An introduction to service design for public servants, and a set of practical ways to include design methods in your work. This resource was developed for the City of New York but is relevant to other cities, governments, and innovation labs as well.
Authors Julie Wagner and Dan Watch draw from nearly 50 in-depth interviews with global-reaching and local-serving architects and innovation space managers to analyze the continuum of modern innovation-oriented workspaces. They find the role of well-designed innovation spaces in improving firm competitiveness, company culture, and the formulation of new products and ideas, offers important lessons for companies, universities and other drivers of the innovation economy on how to re-imagine space given three major trends in modern innovation. The report includes guidance for creating physical spaces for innovation and collaboration. The guide was intended for those interested in economic development but can be adapted for public sector innovation.
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 playbook describes 10 "plays" organised around
designing the job, finding the right people, and guiding applicants. Each play includes guiding steps and examples.
A guided introduction to 14 common service design tools, such as empathy maps, personas, and customer journeys. They are organised by the publisher's methodology: Define, Learn, Solve, Test. Toolkit. The publisher offers a suggested path through the tools but the publisher suggests that each can be used on their own. The toolkit is available via website in exchange for your email address.
This set of service design resources includes a downloadable zip file of resources created by MrThinkr, such as templates, examples, and guidance on personas, journey mapping, and stakeholder mapping. The website contains video guidance on how to use these methods. In order to download the zip file, you must enter your email. The publisher is also marketing some paid software on their website.
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.
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.
Produced as part of the Making Sense project, which draws on nine citizen sensing campaigns in Holland, Kosovo and Spain in 2016 and 2017. Based on that experience, the publisher developed a framework and methods and tools for citizen participation in environmental monitoring and action. Their approach is bottom-up and participatory, which the publishers call "citizen sensing."
The publishers offer a software platform for collecting data, methodologies for making sense of data, and best practices and tools on community engagement and co-creation.
This resource offers guidance and tools for building social movements and community organising. While it is intended for those outside of government, governments may wish to help catalyze or support this work in some way or adapt the facilitation methods for its own internal innovative initiatives or projects. The tools are organised by: Rise Up, Build Up, Stand Up, and Shake Up. Individual tools may be saved to an online interactive toolbox or downloaded in bulk. The resource also contains Movement Building Journeys, case studies of these methods in practise.
No license information is evident, but the publisher states that its resources can be used non-commercially and may be reproduced with acknowledgement to the authors and JASS.
This resource contains a framework and guidance regarding the use of user-centred design. The publisher defines the UCD process in six phases - two planning and four delivery phases. The two planning phases focus on typical project planning aspects such as problem space, resources, agency readiness, team logistics, governance, etc. The four delivery phases are about action, talking to users to understand their real needs, prototyping potential solutions, and building the minimum viable product ready for public use.
Each phase contains guidance, phase time-frames, workshop templates, tools and a checklist for deciding to proceed to the next phase.
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 includes a variety of tools and techniques, enabling government entities to develop initiatives and come up with innovative solutions to enhance the efficiency of the government sector, and improve the services provided by the government to individuals and entities.
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.
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 officials and staff at governments and institutions that are interested in launching a participatory budgeting process. Its purpose is to build understanding of what it takes to start a participatory budgeting process and how to lay a foundation for success.
It answers the questions:
How does a typical PB process work?
What are the impacts of PB?
What budgets can be used for PB?
What staffing and other resources are needed to implement PB?
How do I get started?
A collection of tools created during the Open Data Innovation Week, which was a gathering of innovators from across the Asia-Pacific region to build a box of tools and methods for improving the design, practice and implementation of open data initiatives to help solve the region’s key political, economic, and social problems. Tools range from ethnography to mapping and analysis. Each tool contains instructions: purpose, prerequisites, who to involve, difficulty, time-frame, and step-by-step guidance.
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.
This kit discusses the fundamentals of innovation - immersion (understanding the context), problem definition, ideation, prototyping and testing
This kit presents the role of transparency within an open government system, including topics like visualisation of data, freedom of information laws, and communication strategies
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
These guides, created by the Government Laboratory, systematize the best experiences and learning generated by servers and public institutions in recent years.
These tools of support and permanent consultation, are designed so that the different organisms of the State can develop innovation processes with a view from the user, that allows to generate services and solutions more connected with their needs. There are two options: Contests and Projects.
The Toolkit helps government employees use crowdsourcing and citizen science in their work. It provides five basic process steps for planning, designing and carrying out a crowdsourcing or citizen science project. It also includes a case study library of this process in practice as well as citizen science-related resources (examples, background information, journal articles, tools).
These methods were developed for United States Government staff but could also be used by other governments and organisations interested in engage the public in their work and collect data that might otherwise be beyond their reach.
The US Government supports this work with an associated internal community of practice.