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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Applying and Validating a New Creativity Method: CityInnoCards</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Jill-Valerie Tamanini</string-name>
          <email>jill-valerie.tamanini@iese.fraunhofer.de</email>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Jasmin Gorlt</string-name>
          <email>jasmin.gorlt@iese.fraunhofer.de</email>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Creativity</institution>
          ,
          <addr-line>Innovation, Product Design, User-Centered Design, Smart City, Workshop 2</addr-line>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Fraunhofer IESE</institution>
          ,
          <addr-line>Fraunhofer-Platz 1, 67663 Kaiserslautern</addr-line>
          ,
          <country country="DE">Germany</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>The InnoCards card game is an ideation tool for problem -solving. Its assembly of card types invites participants to employ a blend of the force -fit principle and best practices of user experience design within a topic in a playful, yet structured environment. This allows forming solution ideas in scenarios, each addressing a predefined problem and thereby forcing mental provocation. InnoCards is introduced as a new tool for diverse thinking, ensuring a broader spectrum of scenarios and stakeholder inclusion. During the workshop session, the participants are invited to be part of a trial run, answering the question of whether CityInnoCards (InnoCards adapted to the city and urban area context) can help in generating particularly novel solutions to a predefined problem within the city area. The participants are introduced to the cards' principal rules by a short presentation and are asked to evaluate the solution ideas and the card game itself.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <p>
        Including stakeholders during projects by allowing them to co-design services rather than
designing them for them is especially helpful in projects with cities and municipalities [
        <xref ref-type="bibr" rid="ref1 ref2">1, 2</xref>
        ].
Early stakeholder engagement is also crucial for user-centered product development and
(software) solution buy-in. However, during workshops, we have noticed stakeholders tend to
cling to their initial ideas, leading to standard, vague solution ideas (from an expert viewpoint)
and to overlooked use cases and potential user groups. Unsatisfied with the status quo, we
pinpointed those problems and investigated potential measures to fix them. We designed the
card game “InnoCards” for imagining novel solution ideas in a playful manner, using the
forcefit principle [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ] combined with condensed best practices from user experience design and rural
area design [
        <xref ref-type="bibr" rid="ref1 ref2 ref4">1, 2, 4</xref>
        ]. The current deck, called “CityInnoCards”, is designed for urban contexts.
We distinguish between InnoCards as the concept and specific InnoCard decks for different
contexts. By combining different card types, players generate novel solution ideas for specific
use cases, allowing them to break away from their usual thought patterns through mental
provocation and incorporating domain-relevant stakeholders to create a user-centered service.
      </p>
    </sec>
    <sec id="sec-2">
      <title>2. Cards and Gameplay</title>
      <p>
        The card deck contains six different card types (see Table 1) displaying text and descriptive
icons. Each card type represents an area of interest [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]. The combination of the drawn cards is
utilized in creating novel ideas for a previously specified problem. The problem should be
clearly stated in a specific manner (e.g., how to reduce the usage of cars in cities) to result in
fitting ideas. In the current gameplay, four players have one and a half hours to create five
initial and five iterated ideas each. Cards are drawn from a deck randomly, according to a
predefined pattern and quantity (see Table 1). One round consists of creating an idea,
challenging the idea through a chosen conflict card, and iterating it. The conflict card is not
drawn but selected to make it particularly challenging. After the game is finished, we propose
evaluating the ideas or parts of them for their usefulness for the targeted problem.
      </p>
      <p>Intention
The clever combination of topic areas may
result in solution ideas that enhance the
original service.</p>
      <p>The scenario cards create a concrete image in
our minds by placing players into a place and
a circumstance.</p>
      <p>Who is involved in the solution? How can the
target group either assist or be assisted in
overcoming a problem?
Includes a what-if aspect related to the
scenario and therefore triggers an immediate
variation of the idea.</p>
      <p>The interaction cards ensure that one looks
beyond usual forms of interaction such as
mobile or web applications and considers
relevant trends.</p>
      <p>By picking the most critical conflict, the idea
gets challenged and iterated upon.</p>
      <sec id="sec-2-1">
        <title>Examples</title>
        <p>Shopping &amp; Local Supply,
Event &amp; Tourism, Mobility &amp;
Logistics
In social media/when it rains
At the office/by candlelight
At the town hall/stressed out
Start-ups
Gen α (teenagers)
Migrants
Think about tomorrow!
Offer it for free!
Make people smile!
AI, Robots, Wearables,
Blockchain</p>
      </sec>
      <sec id="sec-2-2">
        <title>Is your solution inclusive? What if nobody uses it? # 1</title>
        <p>2
1
1
2
1</p>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>3. Interactive Session</title>
      <p>CityInnoCards are designed to enable everyone to think of novel solution ideas in the
context of City Design in a user-centered manner. We seek to evaluate the following research
questions: RQ1: To which extent can novel ideas be created with CityInnoCards? RQ2: How well
do they fit the problem space? RQ3: In which project stage (i.e., while searching for a problem
or after having identified a concretely stated problem space) should they be utilized? RQ4: How
easily accessible is the game? In the session, we will target mostly RQ4. Participants of the
CreaRE workshop can test the method by playing two rounds of the game. This will be enough
to get an idea of the game’s mechanics and will enable the participants to give us initial feedback
on our research questions. The session will be conducted according to the following outline:
1) Introduction (5 minutes): We give a brief introduction to the game and its background.
2) Game Part 1 –Ideation (20 minutes): The participants are divided into groups. Each group
is instructed to find a solution for a stated problem in the context of Smart Cities. Within each
group, three players search for an innovative idea that fits their drawn cards and the previously
stated problem. The fourth player may integrate ideas but is evaluating the idea silently while
inspecting the conflict cards, thinking about potential flaws of the emerging idea and how to
challenge it. Group sizes can vary according to participant enrollment (at a minimum, a group
consists of two people discussing and iterating together).
3) Game Part 2 – Critique (10 minutes): The “playing” group members write down their
solution idea. Then the fourth player decides with which conflict card to challenge the solution
idea. Afterwards, the group improves their idea targeting the conflict card and writes down
their iterated idea.
4) Presentation and Discussion (20 minutes); The iterated ideas are presented to the whole
group to showcase the possibilities of the cards. The participants can then discuss their
impression of the game and the quality of the results.
5) Conclusion and Evaluation (5 minutes): In the last minutes of the workshop, we hand
out a questionnaire to get a more detailed idea of how the game was received by the
participants. In the questionnaire, we want participants to rate the method (RQ4), their prior
experience (in the field of Smart City and creativity), and their perceptions of the solution ideas
that emerged (first insights for RQ1) to identify to which extent the cards enable players to
generate novel solution ideas, as how innovative the solutions are perceived, how well they fit
the targeted question, and how easy it is to understand and access the cards.</p>
    </sec>
    <sec id="sec-4">
      <title>4. Requirements and Benefits for the Participants</title>
      <p>No previous knowledge is required, and everyone can use the game. CityInnoCards does not
require any in-depth knowledge of the topic. It is designed to be self-explanatory. In the
workshop, participants will practice divergent thinking, learn best practices regarding the
urban design sector, participate in the creation of new ideas collectively in a holistic manner,
and gain insights into a newly developed creativity method.</p>
    </sec>
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