user research
DESCRIPTION
TRANSCRIPT
Overview Rationale and
Background of involving people
Overview of Methods
Participative Art &Design
Scenarios, User stories – Pleasure Framework
Historical Context Product and Industrial
Design: Participation (Scandinavian influence -1970s system design)
Cooperation, co-design, co-research
Systems, Policies, Organisations
Technology – interactive systems – focus on people rather than systems
Usability Concerned with ‘ease
of use’ (only cognitive & physical factors)
Products should be: Effective Efficient Satisfactory
(avoidance of physical and cognitive discomfort)
Interaction Design / Experience DesignConcerned with the whole human range of hopes, fears, dreams, aspirations, principles & tastes
Products should be:Pleasurable, affective, speaking to emotionsPersonable, subjective, supporting relationshipsCulturally relevant
“The Human Formerly Known as User”Need to create a richer picture of the person to design forHolistic understanding of peopleNot all quantifiable – empathy, intuition plays a part
Formal / Experiential design properties Formal properties:
can be objectively measured, clear & unambiguous definition (i.e. colour or shape)
Experiential properties: individually experiencing the product in context
Design Noir Concerned with
the reality of an individual
Accessories for Lonely Men – Noam Toran
User Research Methods Decide: at what stage?
Before design concept (i.e. research precedents)
Testing design concept Testing prototype Iterative
Evaluate: Which disadvantages are calculable?
(User) Research MethodsDesirable Undesirable
Rich Description No Information
Focused / Relevant Irrelevant Info
Independent / bias free Skewed results/ influenced
Honest Rationalised
Noise free, accurate, clear Vague, off topic
Representative Individual opinion
Easy on time & effort for investigator and/or participants
Demanding on time & effort for investigator and/or participants
Questionnaire Fixed Response
Multiple choice Response scale (e.g. 5 point: ‘strongly agree’,
‘agree’ ,’not sure’, ‘disagree’, ‘strongly disagree’)
Reliability (repeatable?), Validity (measuring the right thing?)
Open Ended Response Particularly useful to ‘generate’ information,
rather than testing Questions can be framed broadly
Interview Unstructured
Open-ended questions Participant steers discussion
Semi-structured Investigator has some ideas about what is to be
covered, and tries to ensure this is done Participant is still able to raise issues important
to them Structured
Participants choose from pre-set responses (multiple choice or scales)
Focus Group Discussion leader + group of
participants (5-6 for usability) Set of prompts and management of
discussion
Think aloud Protocols Participant uses product/design concept/
prototype/object/environment Verbalising thoughts as they experience May be prompted by investigator
Private Camera Conversation One or two participants after or during experiencing a product /
design concept Or talking about products / services in
general
Co-Discovery 2 people, usually friends or
acquaintances Exploring product/design concept/
prototype/object/environment May be set specific tasks Communicating as they make sense of
the experience
Experience Diaries Participants fill these in over a period of
time at home They may be supplied with a list of
questions to consider
Immersion Investigator experiences
product/design/service themselves Mixture of expertise and experience Trying different tasks/goals/journeys,
under different circumstances
Participative Creation Group of participants and designers
discuss issues of design Participants give suggestions for design,
list requirements or get involved in mock-ups
Participants get involved in design (co-design)
Participative Graphic DesignNetworks co-creating printed materials
http://www.cactusnetwork.org.uk/carrion.htmhttp://papergirl-berlin.de/http://www.postsecret.com/
Audience as Co-designers – HIV awareness campaign
Art projectsThese Associations -Sehgal Colours of the Sphere – DevineTelematic Dreaming - Sermon
Create persona (user story) with comprehensive detail of human character and context
Create scenario of use with actors’ goals, objectives and actions and events that should be facilitated
Puts ‘use’ at the center of design decisions
Concrete, yet flexible Teams will work towards
shared design rationale Develop empathy Supports thinking and
doing: Action and Reflection – pushing beyond ‘static answers’
Scenarios and Personaes
Pat Jordan (2000) – based on Lionel Tiger The Pursuit of Pleasure (1992)
holistic, humanistic approach – pleasure-seeking
Relationship of person to object / environment – Interaction with it
Pleasure Framework
People Characteristics Physio-pleasure
Characteristics to do with the body – touch, taste, smell – sensory and sensual
Socio-pleasureCharacteristics to do with the enjoyment of a person’s relationship with others, self and society
Psycho-pleasureCharacteristics to do with cognitive and emotional states, capabilities, and traits – ‘ease-of-use’
Ideo-pleasureCharacteristics to do with people’s values – tastes, morals, beliefs and aspirations