contextual inquiry case

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User Research

Media Design course

Autumn 2016

Case: Feeler contextual inquiry

INDEX

1. Introduction

3. Interviews

4. Focus Group

5. Workshops

2. Literature review

Research areas

1. INTRODUCTION

LEARNING WELL-BEING

QUANTIFIED SELF

Research-based design

1. INTRODUCTION

Research-based design (Leinonen et al., 2008; Leinonen, 2010)

Contextual inquiry

1. INTRODUCTION

Aims:

•  Identify what factors impact student well-being•  Define which aspects would be more meaningful to monitor in order to

improve students’ learning experience.•  Understand how students conceptualize a “learning experience”

2. LITERATURE REVIEW

•  Research papers•  Benchmarking of Quantified-Self

products

•  Technical reviews of sensor technologies

•  Mass media and social media (groups of interest)

Subject Expert Interviews

3. INTERVIEWS

Strategic centre for health and well-being

Aalto University student services

University of Helsinki professor of social psychology of information and communication technology

e-Learning platform

End-user interviews

3. INTERVIEWS

Profile:

•  Adults aged 24 - 65•  Engaged in learning

•  Busy agendas •  Concerned about their wellbeing

Health

Wellbeing

Mindfulness6 interviewees Photos + text

DATA COLLECTION  

3. INTERVIEWS

End-user interviews

- Audio recording of the interviews - Card printing of the images and texts produced by the interviewees.

Imatges preses pels entrevistats durant la investigació contextual de Feeler. (projecte de recerca doctoral d’E. Durall)

End-user interviews

3. INTERVIEWS

Imatges preses pels entrevistats durant la investigació contextual de Feeler. Projecte de recerca doctoral d’E. Durall

4. FOCUS GROUP

4. FOCUS GROUP

Design game

Design game created during Feeler contextual inquiry (E. Durall, J.F. González)

Game elements: !

-  Board-  Dice-  Pawns

-  Character cards-  Challenge and

opportunities cards-  Stickers

Feeler design game materials (E. Durall, J.F. González)

4. FOCUS GROUP

Design game

Image taken during Feeler co-design sessions with students of Kyushu University (Japan).

5. WORKSHOPS

5. WORKSHOPS

Participatory design workshop on Learning and Well-beingMethods:•  Concept mapping•  3D prototyping

Participatory design workshop on student well-beingMethods:•  Design opportunities & challenges mapping•  Idea generation tackling one of the identified challenges

Workshops for making

Workshop about learning and well-being organised during the Summer school: design as inquiry (June 2013, Helsinki).

Participatory design workshop on Learning and Well-being

The prototyping session was guided by the question:!How would you quantify your level of well-being in your learning

performance? !

5. WORKSHOPS

Workshop about student well-being. Runned by T. Tapola and E. Durall with Aalto students.

Participatory design workshop on student well-being

After identifying main opportunities and challenges regarding student well-being, students were asked to generate a design concept based on one of the identified issues.

5. WORKSHOPS

5. WORKSHOPS

Co-design workshops

Co-design workshops about reflection through QS data•  Design game•  2D prototyping

Co-design workshops with Kyushu University students (Feeler contextual inquiry, support of Kyushu University students).

Participants’ profile:

•  Kyushu University students (MA and PhD).•  2 workshops with asian students and another one with exchange students from

South America and Europe.

5. WORKSHOPS

Co-design workshops

5. WORKSHOPS

Workshop structure

•  Welcome and introduction (30 min)

•  Play (40 min)

•  Datavis creation (50 min)

•  Sharing and presenting datavis creations (50 min)

•  Counting and ending the game (10 min)

•  Workshop feedback (15 min)

5. WORKSHOPS

Co-design test session

5. WORKSHOPS

Co-design game materials

Character cards Data sheets Inspiration cards

5. WORKSHOPS

Co-design game materials

5. WORKSHOPS

Co-design game materials

5. WORKSHOPS

Co-design game materials

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