3 minute read

SUCCUBUS, France

as a way to increase brand awareness. As soon as people began to realize that by using the Framery O their office culture was quickly transformed, news began to travel. Having companies such as Microsoft, SAP and Deloitte buy and love them reinforced their popularity.

Framery Oy’s mission is to make the world a happier place with products that alleviate the negative impacts of an open office floor plan.

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Victim of its success, Framery Oy realized that their booth was offering a hybrid solution to open-spaces and is on the cutting edge to revolutionize the use of work spaces. The company is constantly improving its products by adding electronic and augmented reality features.

Today, the Framery O is the world’s bestselling pod. In 2019, Framery 2Q won the Silver Award in the office products category at the International Design Awards (IDA), and was the winner in the 2019/2020 GOOD DESIGN Awards office products category. They were also a finalist for the 2019 Architectural Record Products of the Year and a Best of NeoCon Silver Award.

Benefits (what has changed thanks to this project and for whom)

Developed a product based on customer’s feedback. Understood the needs of customers by improving sound, privacy and air circulation. Helped Framery Oy to move the focus of office space design further into the future. Encouraged new perspectives for future development directions. Challenged the open-space working and distance working culture.

Link to www

https://www.frameryacoustics.com/en/company/ourstory/

SUCCUBUS, France

Case #1 in education Title

Place

Challengers de Possibles France

Organization/Institution Association SynLab

Description

“Challengers de Possibles" is a project targeting teachers and students in vocational schools. Teachers are trained and equipped to guide their students in the creation and implementation of projects. To build their project, the students utilize a five-step methodology inspired by Design Thinking: 1. Start project 2. Identify the challenge 3. Imagine the solutions, 4. Prototype and implement 5. Reflect and share These steps help students identify needs in their environment (city, high school, community) and create an adequate solution. This project allows them to be actors in their education.

Teachers, while engaging their classes will have: a pedagogical toolkit, specific train-the-trainer sessions, virtual classes support, hotline support, and a final experience sharing session with other colleagues.

This project has been implemented for the first time during the school year 2019/2020 in Rennes district, in Bretagne.

It is currently on hold due to the COVID-19 pandemic.

Benefits (what has changed thanks to this project and for whom)

● Students develop valuable soft skills to help them enter the labour market such as: independency, team spirit, the initiative spirit etc. ● Better atmosphere in the class ● Higher motivation ● It also has an impact on the teacher’s attitude toward their students: they are more trustful, and believe in their abilities.

Link to www

Tools, materials, videos

https://syn-lab.fr/en/?projetclef=batisseurs-de-possibles https://www.youtube.com/channel/UCBvMAzl3laG1q4BUThD2pA

Case # 2 in entrepreneurship

Title Digital Transformation & Process Optimization Place FRANCE Organization/Institution RTE (Réseau de Transport Électrique)

Description RTE is a subsidiary of EDF (Electricité de France), which manages 105,000km of power lines and employs almost 9,000 people.

RTE wished to improve its working methods, in particular by dematerializing the management of certain paper documents, in the context of power plants. In order to avoid a top down approach, imposing a predefined IT solution, a Design Thinking(DT) process has been implemented. Preceded by a user research phase (4 plants visited, conducting interviews and a quantitative questionnaire), the DT methodology made it possible to focus on solutions adapted to specific needs and technical constraints.

During DT days it was possible to: finalize personas based on field data, identify the main pain points to be resolved, clarify the added value of digital supports, map the experience, challenge potential solutions and co-design the main screens of the applications to be developed. The mock-ups built and finalized were then submitted to a panel of users in order to collect their feedback before moving on to the IT development stage (measures of usability and acceptability).

Co-designed mock-up

Interactive mock-up

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