I am building a workshop to teach User-Centered Design. The target audience is people who want to integrate UCD into their software development process.
What I am looking for is activities and games to teach different aspects of UCD so that they can really "feel" the difference UCD makes, the before and after.
My workshop focuses on three areas:
User Research (Contextual Inquiry, Interviews, Analyzing the data, establishing goals, creating personas, etc...)
Prototype Design (Information Architecture, IxD topics (Affordances, Visibility, Modeless operation, etc...), some light graphic design concepts)
User Tests (Creating a test, How to perform a user test, A/B testing, analyzing the results, etc...)
In Scott Klemmer's online HCI classes at Stanford, he shows how you can play a game by going back and forth with a partner, choosing 3 numbers, from 1 through 9, to total up to 15. This game is complicated and requires a lot of remembering numbers. Then, he talks about the simplicity of Tic-Tac-Toe. Finally, he shows how you can use a magic square to play the same game without having to think, since everything adds up to 15 in a Magic Square. (http://cf.synergylearning.org/images/420.gif) This is a great example of Information Architecture, amongst other things.
I took a "Toyota Lean Production System" workshop once, and the teacher set the group up into a pipeline, producing widgets (pieces of folded paper with writing on them). We did the exercise one way with a bunch of obvious shortcomings (lots of walking between stations, inefficient processes: fold unfold write fold unfold) We analyzed the pipeline, suggested some optimizations, and ran the exercise again with much higher production volume and quality.
My question is:
Are there any books, websites, blogs, etc... that you can recommend (and even better, link to!) that have activities / games like this?
P.S.: Something else I can add to clarify my question:
One of the issues I have is explaining the importance of UX to programmers. So I'm also looking for games to help them FEEL the difference good UX makes, such as:
To explain the importance of consistent color choices in the interface: Try to find a specific variable in some code, with and without color syntax.
To explain the importance of undo / redo for a content creation application: Try to draw a diagram, with changing requirements, under time pressure... without an eraser.
To explain the importance of IA / chunking: Try to memorize a series of letters and numbers that are organized randomly... then, the same letters and numbers organized into recognizable acronyms (CIA, KGB, FBI, etc...) and see how many more you can remember.
I can also add that someone already suggested the book "Gamestorming", which is good, but I'm sure there are even more examples out there, in the vein of Scott Klemmer's Tic Tac Toe / Magic Square example.