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October 2016 //

Canadian Government Executive /

11

Design

and delivering potential responses to the

challenge question; and (3) exposing par-

ticipants to human-centred methods. The

hack participants were guided through the

process by table facilitators and one head

facilitator. Mentors from business, govern-

ment, and community organizations made

rounds to provide advice and support to

participants as appropriate.

The centrepiece activity of the process de-

sign was empathy mapping, particularly in

the context of an accessibility challenge in

which the lived experience of the user was

crucial. It focused problem solving efforts on

a chosenuser group to enable understanding

of potential pain and gain points the user ex-

periences. A second key activity was journey

mapping, to understand the touch points of

a specific user experience. This helped teams

find potential areas for intervention and to

identify opportunities to remove barriers or

leverage opportunities.

The two-week process was intended for

teams to refine, test, and develop their

solutions. Over this period, two optional

evening workshops were offered for par-

ticipants to learn and apply prototyping

techniques and business model canvases.

The prototyping phase was designed for

participants to “show, and not tell” their so-

lution ideas, and create a tangible artefact

to test with their intended users. The last

portion, a business model canvas, offered

participants a way to consider how to sus-

tain and scale their ideas in the long term,

and strengthen their pitches.

At the end of the two-week period, teams

were allotted seven minutes each to pitch

their solutions, with the winners receiving

cash prizes of $5,000, $3,000, and $1,000 re-

spectively. All participant teams were also

extended the opportunity to further devel-

op their solutions by joining an incubator

within the Ryerson Zone Learning network.

The Hack Post-Mortem

The energy was intense and inspiring on

pitch day, where nine teams competed (see:

http://www.accesshack.ca/winners/

). The

three winners were: (1) Abil, a program

that helps schools to connect with public

speakers, for students with disabilities to

be better represented in their learning

community, and for people living with dis-

ability to earn a secondary income; (2) Live

Notes, a real-time note taking platform for

students in post-secondary settings that

delivers a human generated text format of

the classroom dialogue on any wireless de-

vice; and (3) Clear Path Alert, a cloud plat-

form that provides real-time updates on

the status of built environments. It would

report and receive updates on devices that

provide a universally “Clear Path” of travel

in public spaces, business establishments

and other organizations. One participant

stated in a follow-up interview, that the

hack “…taught me more than I ever imag-

ined about accessibility and has changed

the way I see the world.”

In reflecting on the goal of using a hack

to tackle a policy challenge, the results

were mixed. Some participants thought

that hacks could be used to build policy,

where others were concerned and cau-

tious as only one of the winners produced

a solution that actually broached policy.

BII+E has since gone on to complete an-

other hack in conjunction with the Minis-

try of Environment and Climate Change

which tackled two core questions: What

challenges do people face in making low

carbon choices?” and “How might we em-

power people to instinctively reduce their

carbon footprint?”

Kelly McShane is Associate Professor

in Psychology at Ryerson University.

Leanne Wilkins is a Research Associate

in the Psychology Department. Andrew

Do and Annalise Huynh work in the

Brookfield Institute for Innovation +

Entrepreneurship

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