This paper examines how design thinking and serious games approaches can be used to support participation through the analysis of three case studies. Indeed we will analyze these approaches in three different contexts: (i) a state-owned multi-utilities company; (ii) a political party; (iii) an information system strategic committee. Our analysis framework relies on the concepts of "perceived usefulness" and "perceived ease of use" and we will use it to discuss the lessons learned. Our main finding is that these approaches really contributing in making complex and abstract matters more "tangible" and thus understandable. © 2011 IFIP International Federation for Information Processing.
CITATION STYLE
Glassey, O., Morin, J. H., Genoud, P., & Pauletto, G. (2011). Design thinking and participation: Lessons learned from three case studies. In Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) (Vol. 6847 LNCS, pp. 133–144). https://doi.org/10.1007/978-3-642-23333-3_12
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