A mashup of the original Business Model Canvas with lean startup methodology built in, this canvas is intended for social entrepreneurs to validate their offering, prioritise what to develop, and message the offering. This could also be used by a government service provider.
The website includes a checklist to evaluate whether you will likely find value in using the canvas.
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.
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.
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.
14 methods and 3 recipes suggesting how to combine them, associated with a guide book available for sale by the toolkit publisher.
Accompanying each method: Purpose, Outcomes, How to do it, and Tips as well as a worked example, to help readers understand how the method and associated template can be used at the early stage of designing an innovative service.
[Now defunct. Link goes to internet archive from 2018, when MindLab closed]. 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 (user journey, pattern recognition, etc).
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.
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 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.
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 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 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.
IMPACT: A Foresight Game is a serious board game that teaches you to think critically and imaginatively about emerging technology and the future of society.
It's goals for players:
/ Learn the basics of futures thinking including some of the key terminology
/ Learn about the latest advances in science and technology (neurotech, nanotech, artificial intelligence, IoT, biotech, robotics)
/ Practice thinking about how these emerging technologies could evolve and the various ways they could influence society
The game is best played with 3-6 players and lasts 60-90 minutes.
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.
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.
Demand for Health Services: A Human-Centred Field Guide for Investigating and Responding to Challenges
This field guide introduces human-centred design as an approach to addressing challenges related to community demand for services (specifically immunization services, but it could be applied to others). This Field Guide exists to help investigate, understand and respond to challenges of demand. It draws on insights from behavioural science and employs human-centred methods to improve immunization outcomes. Includes a 170 page field manual, process map, and workbook with tools. Its process overview poster provides guidance on who to involve and expected time investment for each method in the process.
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 playbook shares lessons the publisher has learned while working with vulnerable populations as they access digital services, with the aim of improving access and awareness to those services.
This playbook is for nonprofits, community-based organizations, and governments who serve people who are eligible for government safety-net and criminal justice services, people with low incomes, and people in contact with the justice system.
It includes guidance in the form of principles and best practices for digital outreach to vulnerable populations.
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.
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 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.
This kit discusses the fundamentals of innovation - immersion (understanding the context), problem definition, ideation, prototyping and testing
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.
This kit explains how to evaluate a public policy approach/initiative, through the lens of several methodologies, including theory of change, agile (agilismo), deep dives ("Inmersiones profundas"), adaptive planning and adaptive management.
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 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.
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
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 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.
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 tool is a condensed version of the Agile Evalution kit. It contains the key graphs and principles, including the Argentinian government's model on the lifecycle of innovation (Planificacion, Monitoreo, Evaluacion), theory of chain explanation, proposed learning modules, a Logic Model matrix of indicators, and several lists of evaluation questions.
This playbook describes 10 "plays" organised around
designing the job, finding the right people, and guiding applicants. Each play includes guiding steps and examples.
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.
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.
Implementation Guidance for Executive Order 13707: Using Behavioral Science Insights to Better Serve the American People
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