iCERi-MIT DLab Participation-Toolkit-A Suite of Tools... Paper - 0
iCERi-MIT DLab Participation-Toolkit-A Suite of Tools... Paper - 0
Abstract
Design can be a powerful tool when addressing development and humanitarian challenges. A new filter design
could provide a community with safe drinking water, a new cookstove design can prevent acute respiratory
infections, a new app design can provide financial and government service to populations who never previously
had access, a new design for a peanut sheller can save countless hours of tedious labor. In addition to these tangible
benefits, however, there are also numerous intangible benefits of design: a sense of pride and accomplishment
when the design is completed and performs its intended purpose, a feeling of joy as a result of the creative
endeavour, improved self-confidence, agency and power derived from developing a product that can improve lives
or livelihoods. It then becomes a critical question: who reaps these intangible benefits? Frequently, students are
not challenged to think about the intangible benefits of design and where they accrue. Are the students creating
a climate of agency or dependence? Is their learning prioritized over local capacity-building and empowerment?
The way that the end-users are engaged in the design process plays a critical role in the answers to these questions.
Participation has many different levels, ranging from surveys and interviews, in which the end-user is a passive
source of information; to more dynamic focus groups where the end-user is engaged in interactive and sometimes
iterative exchanges; to user-led design and co-creation, processes that actively engage the end-users’ experience,
skills and creativity in the development of solutions. As students are trained in design and innovation for
humanitarian and development contexts, it is important that they understand the value of engaging the end-users
and beneficiaries of the solutions and that they appreciate the wide variety of options for doing so. Increased
participation can not only lead to more effective and efficient solutions and higher adoption rates; it can also
provide affected populations with greater agency and contribute to more culturally relevant designs. Too
frequently, however, participation consists only of brief consultation at the beginning and end of a project, and
does not take full advantage of the insights, knowledge and creativity of the end-users.
This paper puts forward a four-step approach to integrating participation into development and humanitarian
design projects and describes a set of tools that promote a shared understanding of the quality, extent, stages and
types of participation. The tools described in this paper were developed by MIT D-Lab in collaboration with the
Humanitarian Innovation Fund (HIF) as part of the National Science Foundation (NSF)-funded Co-Creation Toolkit
for Humanitarian Innovation. The tools apply a design lens to participation, using the different phases of the design
process to identify points in a project where participation could occur; defining and suggesting different levels of
participation; and providing guidance for ensuring the quality of participatory approaches.
Keywords: participation, design, innovation, toolkit
1 INTRODUCTION
Design has long been acknowledged as an effective means of inspiring students, pulling together knowledge from
multiple disciplines and providing opportunities for applying theoretical learning to practice. In the MIT D-Lab
Humanitarian Innovation class, design projects and activities are always one of the most highly-rated elements.
Furthermore, design can be a powerful tool when addressing development and humanitarian challenges. At D-Lab,
students have developed water filters that provide safe drinking water in Ghana and reduced arsenic
contamination in Nepal; they have developed better fuels and new cook stove designs that can help prevent acute
respiratory infections, the largest cause of death of children between 1 and 5 years old around the world; they have
designed a mobile ambulance that improves heath infrastructure in Tanzania; and have developed a nut sheller
that provides a core service in the Moringa Connect business that has increased income of thousands of farmers
in West Africa. These are but a few examples of the dozens of design projects that have come out of MIT D-Lab;
numerous other universities have similar programs. Each of these projects has moved beyond the classroom, and
has had impact in the field, improving lives and livelihoods around the world. In addition to these tangible benefits,
however, there are also numerous intangible benefits of design: a sense of pride and accomplishment when the
design is completed and performs its intended purpose, a feeling of joy as a result of the creative endeavour,
improved self-confidence, agency and power derived from developing a product that can make a positive
difference in the world.
Looking at the basic needs laid out in Maslow’s hierarchy of needs, shown in Figure 1, we can apply a design lens
and see that while the technologies themselves address the basic needs: providing safe water and shelter,
processing food, etc., the higher-level needs can be satisfied by participating in a design process. Design is a team
activity, and therefore builds relationships between designers as well as with potential users. Esteem needs are
met as the designers build their confidence and capacity and gain pride in their accomplishments. Self-actualization
is achieved as the designers see the impact of their work and develop their creative problem-solving skills.
Creating Technology
Using Technology
by the design team; the stakeholder takes part in decision-making, but they
do not have the same decision-making power as the design team.
2 METHODOLOGY
The framework that forms the basis of the participation matrix was developed for the International Development
Design Summit (IDDS) Design Notebook in 2014, building off of a stakeholder analysis tool from a World Bank
resource for participation and social assessment [10]. The matrix was further refined for a presentation at the
International Humanitarian Studies Association conference in 2018 [11] and first used with humanitarian
practitioners at the Humanitarian Innovation Exchange in 2019. It was expanded through a collaboration with the
Humanitarian Innovation Fund in 2020 when the full participation toolkit was developed by a team from MIT D-Lab
and Link-4, a Guatemalan NGO. The tools were tested with both the Innovation Managers at the HIF and a select
group of their grantees. Their input was used to make additional improvements, which has been expanded to
include the current set of tools, the accompanying framework and guidance documents. Elements of the
Participation Toolkit were used is the Spring 2022 MIT D-Lab Class Humanitarian Innovation: Design for Relief,
Recovery, and Rebuilding as a basis for preparing students for a co-creation workshop in Uganda with teams made
up of designers, refugees, students and humanitarian workers. Their feedback was collected and used to further
refine the Toolkit.
3 RESULTS
This section begins by describing the different elements of the Participation Toolkit and the 4-step approach to
planning participation in a design project. It concludes with a brief discussion of how the toolkit was applied in a
classroom setting, and how it was received by the students.
Define the
Challenge or
Opportunity
Gather
Information
Think of Ideas
Identify
Opportunities
for Choose the
Improvement Best Idea
Build a
Prototype
Developing Exploring options for the details of the proposed solution. Divergent
a Solution Building the actual solution. Convergent
4 CONCLUSIONS
In the field of humanitarian innovation and design, there appears to be consensus building around the need to
increase user engagement and participation of the affected population [14], however there is very little clarity or
consensus about what exactly that means. There is neither a body of literature or set of standard practices that
outline effective methodologies or provide evidence to support strategic planning around participation. The issue
of the quality and extent of participation is especially important in this context because of the historically low levels
of participation of the affected population and the inherent power dynamics between them and the aid providers.
When students become engaged in humanitarian and development projects, they frequently see themselves in the
role of problem solvers and may not appreciate the value that comes from the users being involved in the problem-
solving process, not just through consultation but also through the deeper levels of partnership and leadership.
Raising students’ awareness of this is particularly important in humanitarian situations with its associated culture of
dependency. Furthermore, the intangible impacts of participation become even more significant for people who
have been affected by crises, because they have so often lost agency during displacement. If students develop the
awareness that people affected by crises have their own potential and contribute valuable knowledge and
experience to designing a solution, they can develop a much more authentic relationship. This enables students to
work in humanitarian and development situations in a way that enhances people’s dignity rather than seeing them
as vulnerable or dependant.
The tools described in this paper attempt to address this gap in preparing students to work in innovation or design
in development and humanitarian situations by providing a clear set of definitions around participation and
practical techniques for integrating participation into the innovation journey. The toolkit provides a useful
framework for students, faculty and practitioners to characterize participation and break it down so they can
develop intentional strategies for engaging the users of their designs, thus allowing community members to reap
both the tangible and intangible benefits of the design process.
ACKNOWLEDGEMENTS
The authors would like to acknowledge and appreciate collaborators Saida Benhayoune and Omar Crespo
Cardona, who contributed great skill and insight to the project and were an absolute pleasure to work with. We
also acknowledge the team at the HIF for their guidance and support and the Innovation in Graduate Education
(IGE) program at NSF for their ongoing support of the Co-Creation Toolkit.
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