EAST is a framework and summary of the Behavioural Insights Team's knowledge of behavioural science, developed for busy policymakers. It is based around principles of making actions Easy, Attractive, Social and Timely (EAST) applied to a 4-step process: 1. Define the outcome, Understand the context, Build your intervention, and Test, learn, adapt.
It is a more simplified version of the publisher's prior MINDSPACE framework. The resource includes overall guidance and case studies.
The United Kingdom government's design principles and examples of how they have been used. Each principle includes links to articles with additional explanation and reflections.
1. Start with user needs
2. Do less
3. Design with data
4. Do the hard work to make it simple
5. Iterate. Then iterate again
6. This is for everyone
7. Understand context
8. Build digital services, not websites
9. Be consistent, not uniform
10. Make things open: it makes things better
A series of 16 individual templates for different service design methods and techniques, plus posters with a guiding methodology for use in your own workshops. The posters do not include much step-by-step guidance so these are best used by people who have used these methods and techniques previously. The publisher's website also includes some case studies. Available in English and Dutch.
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.
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.
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 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.
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.
This online interactive playbook is intended for teams to work better together in order to get things done. It is organised into Health Monitor (checks and activities for building team health), individual plays (filterable standalone activities), and game plans (series of plays for common use cases). The playbook organises the materials by project, service, and leadership team type, provides detailed instructions on how to run the plays and offers downloads of materials. Since many plays are adapted versions of other tools, licensing varies. However, many are licensed for reuse and further adaptation.
The toolkit is designed to be both informative and actionable - helping integrate the latest research in human behavior and decision making into practice. The toolkit features five tools to help designers apply findings from the field of behavioral economics to their practice in order to provide a head start on framing research as well as developing new strategies for solving user problems.
The toolkit includes:
Reference Cards: behavioral economics research findings organized and described
Concept Ecosystem Poster: the relationships between concepts
Irrational Situations Guides: when people act irrationally, what to look for and how to design for these situations
Strategy Cards: ways to design for the irrational mind
Loss/Gain Worksheet: understanding and designing
This 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.
Over a dozen years of use to date, the game represents an accessible approach to introducing "images of the future" as a basic property of both cultures and individuals, and can be used as an introduction for more advanced futures and foresight tools and frameworks. It provides a structure for facilitating conversation among groups of participants and intended for groups. Duration is flexible, but typically runs 30-60 minutes. The resource provides step-by-step guidance for how to run the game as well as the reasoning for how the game has evolved.
This resource includes a framework, basic guidance and canvas for use in mapping and assessing organisational readiness and capacity development, designing and developing assessment criteria for capacity-building, facilitating strategic dialogue, supporting and assessing the impact of innovation teams and labs, and enabling structured focus on what elements should be prioritised in capacity-building efforts as well as for case production and knowledge sharing.
Australia's BizLab, within the Department of Industry, Innovation, and Science, was established in 2016 and launched BizLab Academy in 2018. The goal of the academy is to teach Human Centred Design (HCD) to department employees, but also the rest of the Australian Public Service. The academy aims to strengthen the public sector's capability for evidence-based policy and service design while at the same time instilling a citizen-centric culture and building an alumni of human centred design practitioners and advocates.
This curriculum has been modified and adjusted after trial sessions and is available for others to help guide, build, and design their own training modules. It includes a facilitation guide, presentation, and artefacts.
(Please Note: The file download is almost 200MB)
The author provides step-by-step guidance on how to conduct a short term strategic planning workshop based on knowledge management and contextualisation frameworks used by the private company Cognitive Edge. The publisher's suggests that it can be used to conduct pre-hypothesis research project to understand a complex problem. The outputs are comprehensive sets of cultural indicators, knowledge objects (comprising both codified and experiential knowledge artefacts), and large volumes of tangible suggestions to address complex issues. Another key objective of these processes is to increase the levels of interaction and dialogue between key stakeholders whether internal to an organisation or external, thereby establishing new social networks, or increasing the cohesiveness of existing social networks. Previous experience with the Cognitive Edge frameworks and methods is helpful when approaching this resource.
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.
Inclusive design is designing for the full range of human diversity in ability, language, income, culture, gender, age and other characteristics. This toolkit includes a series of cards to use early in a design process to help sketch, plan, prototype and design content, interactions and processes. It covers inclusive physical, audio, visual, and thought experiences. PDF and editable Word document available via the publisher's Github page.
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.
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.
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.
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 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 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.
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.
“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 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.
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.
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.
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.
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.
The resource was developed for IFRC and National Societies to develop their literacy around data, but it could easily be applied to other organisations. It aims to promote responsible data use and develop data readiness. It has been tailored based on these audiences:
The Data Curious, who needs an ‘on ramp’ to learn and be exposed to the data basics.
The Data Advocate, who sees relevance and and wants to improve their skills and/or offer support.
The Data Active, who are motivated to self-learn and are on their way to being a ‘data-leader’.
The Data Ready, who are ‘trainers’ or ‘data leaders’ who lead data-driven projects and mentor colleagues.
It was heavily influenced by the DIY toolkit, the Atlassian Team Playbook and the Open Organization principles. The content is built to be social and modularised and used in a ‘pick and choose’ method. It includes examples, best best practices, how to’s, slides, session plans, training materials, matrices and scenarios, which are provided in formats that are easily adapted by others.
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 online library contains over 400 facilitation resources, available with free login. Tools are organised by topic: Team, Energiser, Idea generation, Issue resolution, Explore and understand, Action. They include information such as time required, group size, difficulty, materials, step-by-step instructions, tips, and variations as well as user comments.
This private company also offers free and paid session planner software using the methods in the library.
DIY Learn is a set of online modules to help development practitioners understand and embed practical tools to support social innovation in their work. It contains a series of free, 2-hour courses as well as a trainers handbook. It was created for international development practitioners but is applicable for public sector staff as well.
This website and blog containing a toolkit based on the book GameStorming (not free) and intends to bring a playful or game-like atmosphere to group problem solving activities for the purpose of creating an mindset conducive to innovation and change-making. The site contains games for different purposes, including vision and strategy, planning, problem-solving, and decision-making.
The online resources describe each method and technique in terms of: Object of Play, Number of Players, Duration of Play, Material Required, Step by Step instructions and, in some cases, videos.
The 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.
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 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 is a free, self-paced, 3-5 hour course designed to build your capacity for bringing a design approach to complex problems. The course is intended to: develop a design mindset, define a problem, and dig deep and clarify problems. The publisher also includes downloadable toolkits as part of the course.
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.
A tool that organizations can use to assess, map and transform their cultures. It is intended at a group activity to guide conversations around outcomes, behaviours, and enablers/blockers. The website also contains guidance for its use. It is intended for a private sector context but non-financial "outcomes" can also be considered when using it in the public sector.
This resource focuses on inclusive design, a methodology that enables and draws on the full range of human diversity, including those with limited abilities. The resource includes a guide on inclusive design, multiple short-films and a 20-minute documentary, as well as activity cards that follow 5 phases of a design process.
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.
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.
This guide is for people at 18F (a United States Federal Government technology transformation agency) who are wondering what to expect from a product manager on their team, as well as for product managers and those filling that role to understand what their team expects from them. This guide also serves as a resource for product management best practices at 18F. This guide could be used in other governments looking for product management guidance.
The publishers describe the PD concept as: based on the observation that in every community or organization, there are a few individuals or groups whose uncommon but successful behaviors and strategies have enabled them to find better solutions to problems than their neighbors who face the same challenges and barriers and have access to same resources.
This resource orients newcomers to the Positive Deviance (PD) approach and provide the essential tools to get started. It includes a brief description of basic definitions, as well as the guiding principles, steps, and process characteristics. This guide also includes suggestions of when to use the PD approach, facilitation tips, and outlines possible challenges. The publishers suggest that PD is best understood through action and is most effective through practice.
The resource includes principles and step-by-step guidance. It is available in English, French, and Indonesian.
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.
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 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.
The toolkit addresses the many complexities of devising and advancing digital skills at policy level. It maps out how digital skills take their place within a wider framework of soft, twenty-first century skills. It offers guidance on bringing together – and leading – different stakeholders and moving forward under one clear and focused framework.
This resource contains tools around specific design methods and techniques, including facilitation, ideation, and synthesis. Some contain step-by-step guidance and guidance on the method while others are standalone canvases/worksheets.