This master thesis report with the topic “participation and co-creation in the public domain”, represents the final project of the master Design for Interaction at the faculty Industrial Design Engineering, University of Technology Delft (TUDelft) and was executed for the STT Netherlands Study Centre for Technology Trends in The Hague (STT). The project is introduced in chapter one where the design brief, involved parties and project process is elaborated on. The goal of the initial design brief was “design a means that facilitates people with the possibility to participate and co-create, with other citizens and authority, in the Dutch public domain of 2030”. To reach this goal a process similar to the VIP method was followed. First the current situation was deconstructed, whereupon the future situation was constructed and a concept was designed. Chapter two investigates on the term crowdsourcing, the topic of the initiating exploratory study of STT and the starting point of this thesis. There was investigated how the method of crowdsourcing currently is applied in the following sectors: private internet organisations, commercial businesses, design teams and in the public domain. In these various fields similar processes and guidelines were differentiated. Chapter three maps the current situation of the public domain. Roughly five parties were differentiated: authority, citizens, media, commercial companies and public private parties. Current policy-making procedures and the influence of citizens in every step were investigated. Due to lack of accurate information and feedback, which is in large extend caused by the media, communication in these procedures falls short. The majority of citizens is willing to participate, yet does not see how they are able to make a difference. The several motivators and barriers to stimulate or stop people from participating were mapped. Finally there was concluded that authority can learn from commercial companies and public private parties. Organisations in which crowdsourcing and end user participation already are applied on larger scale. In chapter four there has been decided to solely focus on citizens and their personal needs and wishes. In order to do so, six personas were made for this thesis. These personas were based on literature and represent Dutch society. These personas were the starting point for chapter five, where was investigated which factors people need to participate. This investigation was split in two parts: a generative research and a research on existing initiatives. Both researches focussed on four factors: participation, ability, motivation and satisfaction. The generative research was done with a focus group of six participants. Who first were sensitised and in a session were asked to collectively brainstorm about their neighbourhood and collectively choose a situation to work out in a 3D Lego play collage. The steps of the generative process, resembled the steps of a policy-making process. After the generative session, twenty eight, existing participatory initiatives were examined. Some of these initiatives had potential and their aspects were instructive, while the majority of the initiatives was more suitable to find out what should be avoided in the future. In chapter six the result of the both researches were compared and concluded on. The results of the generative session gave insight in the needs and wishes of people, while the results from the research on existing initiatives gave insight in the process and the perspective of authority. From these results it was concluded that people consider participation as the continuous interaction with others in their daily life. They are especially motivated to participate when they personally take interest in a situation. However in order to do so, they need to be enabled to participate. Six enabling participation parameters were found: certainty, communication, freedom, responsibility, sympathy and support. During and after a participation process the level of success gives people a feeling of (dis-)satisfaction. Together these findings formed the main framework and guidelines for the construction phases of the thesis process. Chapter seven describes an interaction vision based on these insights. In this vision the desired interaction and future context of the to be designed means was determined. The vision was used to frame the design space and draw inspiration from. Chapter eight starts with a foundation for idea sketching, where more information was searched on the parameters sympathy and support. In an individual creative session, ideas were sketched and later on clustered in three phases. Four concepts were derived from the final morphological clusters and were elaborated on. After which a confrontation matrix was used to map the strongest points of each of the concepts. Chapter nine describes a first iteration in which the four concepts were merged together. Resulting in a personal document, a cloud-computing structure, with gestural operation and a 3D holographic display to participate directly there and then, in a variety of every day situations. The four participation paths were developed in the form of scenarios, flow-charts and interface frames. Chapter ten evaluates the first iteration of the concept with an evaluation study, executed in the city centre of The Hague. The interface frames were presented on an Ipad and this prototype was accompanied with the scenarios. Eight participants were observed and interviewed, from which valuable conclusions were drawn and recommendations were made. There was concluded that the concept currently could facilitate people with the possibility to participate and co-create. Although there were several aspects that needed improvement. Especially regarding the interface design, falling under the scope of the parameter communication. The recommendations were adopted in chapter eleven, where a second iteration is described. The co-creation paths were merged and a organisational path was added. The interface position was changed, icons were made more elaborate and a new menu structure was designed. While the context and interaction, as described in chapter nine, remained the same. Chapter eleven reflects on the last iteration done for this graduation project and results in the final concept of this master thesis. In the final chapter, chapter twelve, there is reflected on the thesis results from a project perspective and a personal perspective.