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Field studies and interaction design
       nicolas nova | liftlab
       Head, Geneva | October 2009

Thursday, October 15, 2009
Inspiration




                             Expiration (creation)


Thursday, October 15, 2009
Inspiration

                             Investigation of existing
                             usages, habits, environments
                             or product’s potential
                             In-depth understanding of
                             people’s behavior, belief,
                             preferences and context
                             Potential issues and problems
                             turned into design
                             opportunities
                             Potential solutions existing in
                             other contexts or proposed by
                             specific users
                             (generally not “requirements”,
                             “needs”)

Thursday, October 15, 2009
“Needs” - The Holy Grail?
                   “designing to meet observed needs reinforces
                   structure and removes its capacity to invent
                   futures”
                                                             Matt Webb

                   “it's the old thing..you have research or consumer
                   insights or whatever? and the assumption should be
                   to find the flex points where things can sort of fit
                   into "consumer's" practices, but not rigidly”
                                                          Julian Bleecker




Thursday, October 15, 2009
Formative
                                  research



              Starting point or
              filter for ideas




                                  Summative
                                  research




Thursday, October 15, 2009
Sociology                                         Ergonomics
                                                       - human
                                                       factors




                             Psychology

                             + marketing research...
Thursday, October 15, 2009
Design research / User research / Field research /
         Ethnography / Design ethnography / Contextual
         research / Usage research / User-centered design / User
         safari / User modeling / ...
         =
         Research FOR design
         Science or Facts versus informed opinions to orient
         action?




Thursday, October 15, 2009
Formative                                           Evaluative
                             research                                            research




   Problem                    Literature    Field research       Solution          Field/lab
   Issue                      review/desk   (primary research)                     research
   Brief                      research                           (prototyping)
                              (secondary
                              research)




Thursday, October 15, 2009
Starting points for desk research:
                •       Conferences: CHI( ACM Conference on Human
                        Factors in Computing Systems), DUX (Designing
                        for User eXperiences), EPIC ( Ethnographic
                        Praxis in Industry Conference), Interact,
                        Interaction, ...

                •       Journals: ACM interactions

                •       Weblogs: Putting People First (http://bit.ly/
                        U0Ga), Future Perfect (http://bit.ly/cyBKO),
                        Design investigations (http://bit.ly/55BFH), ...



Thursday, October 15, 2009
➡ Understanding people in their context: what are
         they doing? how are they doing what they do? what
         does it mean?

         ➡ Apply this knowledge to design issues (interaction
         design and beyond)

         ➡ Interprete, synthesize, infer: not only collecting
         informations but, rather analyze them to draw
         implications

         ➡ A trained Observer/Researcher matters

Thursday, October 15, 2009
➡ Investigate an activity (find one’s way in an urban
           environment) before the design of a location-based service

           ➡ Understand the use of a technique (2D camera such as
           Eye Toy and webcams) to draw implications for the
           following technique (3D camera)

           ➡ Explore specific behavior (cooperative play with
           Nintendo DS) or motivations (collecting weird objects)

           ➡ Describe the appropriation or acceptation of a device (e-
           books in public transports)

           ➡ Explore how a certain service is hybridized with existing
           practices (how rendezvousing evolved with cell-phones)


Thursday, October 15, 2009
➡ Investigate an activity (find one’s way in an urban
           environment) before the design of a location-based service

           ➡ Understand the use of a technique (2D camera such as
           Eye Toy and webcams) to draw implications for the
           following technique (3D camera)

                                       Descriptions
           ➡ Explore specific behavior (cooperative play with
           Nintendo DS) or motivations (collecting weird objects)

           ➡ Describe the appropriation or acceptation of a device (e-
           books in public transports)

           ➡ Explore how a certain service is hybridized with existing
           practices (how rendezvousing evolved with cell-phones)


Thursday, October 15, 2009
➡ Investigate an activity (find one’s way in an urban
           environment) before the design of a location-based service
              before designing (2Dsolution
           ➡ Understand the use of a technique
                                               a camera such as
           Eye Toy and webcams) to draw implications for the
           following technique (3D camera)

           ➡ Explore specific behavior (cooperative play with
           Nintendo DS) or motivations (collecting weird objects)

           ➡ Describe the appropriation or acceptation of a device (e-
                        after designing a solution
           books in public transports)

           ➡ Explore how a certain service is hybridized with existing
           practices (how rendezvousing evolved with cell-phones)


Thursday, October 15, 2009
methodology...(inspired by) ethnography

Thursday, October 15, 2009
Investigate people
        in their context




Thursday, October 15, 2009
sampling
Thursday, October 15, 2009
Visual

                                                          Photography

                                                          Video

                                                                   Artifacts

                                                                   Observation

                                                                   Participant observation




                    Quantitative                                          Qualitative

                                                          Interviews (individual/groups)
                             Survey
                                                          Confrontation to material
                                Questionnaires            (video/photo)




                                                 Verbal
Thursday, October 15, 2009
design issue


            user research / data gathering


                              data analysis


                    implications for design


                             communication




Thursday, October 15, 2009
observation / participant observation
                              design issue                (photo, video, notes)

                                                 interview (open, in-depth...), contexual
            user research / data gathering        interview, lead-users/expert interview


                                                     survey / census / photo survey
                              data analysis

                                                            diary, beeper, ...
                    implications for design

                                                               shadowing
                             communication
                                                                    ...


                                              ➡ combinations as well

Thursday, October 15, 2009
design issue


           user research / data gathering

                                             “Thick/rich” descriptions: context,
                             data analysis   process/sequence of actions, ...
                                             Problems or recurring events (to be
                   implications for design   categorized): repetitions, cycles,
                                             clusters, absence, growth...
                                             Lists of ressources employed for the
                                             activity (tools, people, ...)
                                             ...




Thursday, October 15, 2009
research FOR design

Thursday, October 15, 2009
What comes out of these research?

      ➡ Question designers’ opinions with field data
      ➡ Show people’s life, reality-check, understand the complexity/
      subtelty and peculiar aspects of situations
      ➡ Critique of normative visions about the future (3D Web,
      intelligent fridge,...)
      ➡ Propose products/services concepts loosely related with
      motivations, needs problems or tasks
      ➡ Understand adoption barriers to a product, feature...
      ➡ Evaluate and prioritize concepts, ideas and solutions
      ➡ Learn from a culture, community of users (extreme, lead) or new
      markets
      ➡ Understand people’s creativity to craft their own solutions

Thursday, October 15, 2009
Ask questions

           ➡ Does what you observe in ... can be applied to ...
           (=urban signage? new media consumption)?
           ➡ Is there a digital equivalent to X or Y? Does it matter?
           ➡ Draw lessons about why people do X or Y? Which of
           these motivations could be transferred to other
           contexts?
           ➡ If you see people using device A or B? What sort of
           services/features can you envision about A or B?
           ➡- ...




Thursday, October 15, 2009
design issue


           user research / data gathering


                              data analysis

                   implications for design          Persona/user profiles
                             intermediary objects   Scenarios/vignette
                                                    Experiences models
                                                    Problem lists
                                                    ...
                                                    Prototypes



Thursday, October 15, 2009
inform                        inspire


              contraints,          material for
              sometimes            design
              quantitative (% of
              internet access,
              etc.)




Thursday, October 15, 2009
users? people? consumers?




                             ➡ what vocabulary? what vocabulary to work
                             altogether? (designers, UX, engineer, marketing,
                             etc.)




Thursday, October 15, 2009
“we tried but it did not work”

                             “we ask our users... what they wanted and it did
                             not work”



                             ➡ Confusion between observing behaviors
                             (interprete) and ask people what they want/need
                             (“Faster Horses” Henry Ford)




Thursday, October 15, 2009
Fit into people’s life OR change people’s life?




                             ➡ Tension between satisfying people’s needs/
                             expectations (reinforcing the existing) versus
                             inventing new futures




Thursday, October 15, 2009
References

     ➡ IDEO (2009). Human-Centered Design Toolkit, http://bit.ly/
     EUHLL
     ➡ IDII, Ivrea (2003-2004). User Research at IDII, http://bit.ly/
     4e7rY6
     ➡ Kuniavsky, M. (2003). Observing the User Experience: A
     Practitioner's Guide to User Research, Morgan-Kauffman.
     ➡ Saffer, D. (2007). Designing for Interaction : Creating Smart
     Applications and Clever Devices, New Rider Press.
     ➡ Visocky O’Graddy, J+K (2006). A Designers’s Research Manual.
     Design Field Guides, Rockport.
     ➡ Wasson, C. (2000). Ethnography in the field of design, Human
     Organization 59(4): 377-388, http://bit.ly/TYfg8


Thursday, October 15, 2009
Menu for next courses

      ➡ Course’s blog: http://usages.wordpress.com/
      ➡ Each course will address a certain set of techniques
      ➡ Next course will be about theoretical considerations (sampling,
      theoretical frameworks) and observations




Thursday, October 15, 2009
Assignement

    ➡ Each student will have to read a research paper and present it to
    the class:
                             • 10 minutes, no slides
                             • Outline: summary + why is it relevant for design + personal opinion
                             • For next course: “Reading Ahead” by Portigal Consulting (Slides:
                             http://bit.ly/geX6l Blogposts: http://bit.ly/19jAd4 )

    ➡ Project:
                             • Choose a research question (related or not to your personal project or a studio
                             project)
                             • Go observe users/usages related to this question (passive observation and
                             photography)
                             • Prepare a 5 minutes presentations (with slides) of the main findings, we will
                             discuss the results in class at the next course
                             • For each course there will be a similar assignement with regards to the projects.
                             Project completition will consist in the addition of all the assignements


Thursday, October 15, 2009
Let’s discuss your question




Thursday, October 15, 2009
thanks
         nicolas@liftlab.com

Thursday, October 15, 2009

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Field research and interaction design

  • 1. Field studies and interaction design nicolas nova | liftlab Head, Geneva | October 2009 Thursday, October 15, 2009
  • 2. Inspiration Expiration (creation) Thursday, October 15, 2009
  • 3. Inspiration Investigation of existing usages, habits, environments or product’s potential In-depth understanding of people’s behavior, belief, preferences and context Potential issues and problems turned into design opportunities Potential solutions existing in other contexts or proposed by specific users (generally not “requirements”, “needs”) Thursday, October 15, 2009
  • 4. “Needs” - The Holy Grail? “designing to meet observed needs reinforces structure and removes its capacity to invent futures” Matt Webb “it's the old thing..you have research or consumer insights or whatever? and the assumption should be to find the flex points where things can sort of fit into "consumer's" practices, but not rigidly” Julian Bleecker Thursday, October 15, 2009
  • 5. Formative research Starting point or filter for ideas Summative research Thursday, October 15, 2009
  • 6. Sociology Ergonomics - human factors Psychology + marketing research... Thursday, October 15, 2009
  • 7. Design research / User research / Field research / Ethnography / Design ethnography / Contextual research / Usage research / User-centered design / User safari / User modeling / ... = Research FOR design Science or Facts versus informed opinions to orient action? Thursday, October 15, 2009
  • 8. Formative Evaluative research research Problem Literature Field research Solution Field/lab Issue review/desk (primary research) research Brief research (prototyping) (secondary research) Thursday, October 15, 2009
  • 9. Starting points for desk research: • Conferences: CHI( ACM Conference on Human Factors in Computing Systems), DUX (Designing for User eXperiences), EPIC ( Ethnographic Praxis in Industry Conference), Interact, Interaction, ... • Journals: ACM interactions • Weblogs: Putting People First (http://bit.ly/ U0Ga), Future Perfect (http://bit.ly/cyBKO), Design investigations (http://bit.ly/55BFH), ... Thursday, October 15, 2009
  • 10. ➡ Understanding people in their context: what are they doing? how are they doing what they do? what does it mean? ➡ Apply this knowledge to design issues (interaction design and beyond) ➡ Interprete, synthesize, infer: not only collecting informations but, rather analyze them to draw implications ➡ A trained Observer/Researcher matters Thursday, October 15, 2009
  • 11. ➡ Investigate an activity (find one’s way in an urban environment) before the design of a location-based service ➡ Understand the use of a technique (2D camera such as Eye Toy and webcams) to draw implications for the following technique (3D camera) ➡ Explore specific behavior (cooperative play with Nintendo DS) or motivations (collecting weird objects) ➡ Describe the appropriation or acceptation of a device (e- books in public transports) ➡ Explore how a certain service is hybridized with existing practices (how rendezvousing evolved with cell-phones) Thursday, October 15, 2009
  • 12. ➡ Investigate an activity (find one’s way in an urban environment) before the design of a location-based service ➡ Understand the use of a technique (2D camera such as Eye Toy and webcams) to draw implications for the following technique (3D camera) Descriptions ➡ Explore specific behavior (cooperative play with Nintendo DS) or motivations (collecting weird objects) ➡ Describe the appropriation or acceptation of a device (e- books in public transports) ➡ Explore how a certain service is hybridized with existing practices (how rendezvousing evolved with cell-phones) Thursday, October 15, 2009
  • 13. ➡ Investigate an activity (find one’s way in an urban environment) before the design of a location-based service before designing (2Dsolution ➡ Understand the use of a technique a camera such as Eye Toy and webcams) to draw implications for the following technique (3D camera) ➡ Explore specific behavior (cooperative play with Nintendo DS) or motivations (collecting weird objects) ➡ Describe the appropriation or acceptation of a device (e- after designing a solution books in public transports) ➡ Explore how a certain service is hybridized with existing practices (how rendezvousing evolved with cell-phones) Thursday, October 15, 2009
  • 15. Investigate people in their context Thursday, October 15, 2009
  • 17. Visual Photography Video Artifacts Observation Participant observation Quantitative Qualitative Interviews (individual/groups) Survey Confrontation to material Questionnaires (video/photo) Verbal Thursday, October 15, 2009
  • 18. design issue user research / data gathering data analysis implications for design communication Thursday, October 15, 2009
  • 19. observation / participant observation design issue (photo, video, notes) interview (open, in-depth...), contexual user research / data gathering interview, lead-users/expert interview survey / census / photo survey data analysis diary, beeper, ... implications for design shadowing communication ... ➡ combinations as well Thursday, October 15, 2009
  • 20. design issue user research / data gathering “Thick/rich” descriptions: context, data analysis process/sequence of actions, ... Problems or recurring events (to be implications for design categorized): repetitions, cycles, clusters, absence, growth... Lists of ressources employed for the activity (tools, people, ...) ... Thursday, October 15, 2009
  • 21. research FOR design Thursday, October 15, 2009
  • 22. What comes out of these research? ➡ Question designers’ opinions with field data ➡ Show people’s life, reality-check, understand the complexity/ subtelty and peculiar aspects of situations ➡ Critique of normative visions about the future (3D Web, intelligent fridge,...) ➡ Propose products/services concepts loosely related with motivations, needs problems or tasks ➡ Understand adoption barriers to a product, feature... ➡ Evaluate and prioritize concepts, ideas and solutions ➡ Learn from a culture, community of users (extreme, lead) or new markets ➡ Understand people’s creativity to craft their own solutions Thursday, October 15, 2009
  • 23. Ask questions ➡ Does what you observe in ... can be applied to ... (=urban signage? new media consumption)? ➡ Is there a digital equivalent to X or Y? Does it matter? ➡ Draw lessons about why people do X or Y? Which of these motivations could be transferred to other contexts? ➡ If you see people using device A or B? What sort of services/features can you envision about A or B? ➡- ... Thursday, October 15, 2009
  • 24. design issue user research / data gathering data analysis implications for design Persona/user profiles intermediary objects Scenarios/vignette Experiences models Problem lists ... Prototypes Thursday, October 15, 2009
  • 25. inform inspire contraints, material for sometimes design quantitative (% of internet access, etc.) Thursday, October 15, 2009
  • 26. users? people? consumers? ➡ what vocabulary? what vocabulary to work altogether? (designers, UX, engineer, marketing, etc.) Thursday, October 15, 2009
  • 27. “we tried but it did not work” “we ask our users... what they wanted and it did not work” ➡ Confusion between observing behaviors (interprete) and ask people what they want/need (“Faster Horses” Henry Ford) Thursday, October 15, 2009
  • 28. Fit into people’s life OR change people’s life? ➡ Tension between satisfying people’s needs/ expectations (reinforcing the existing) versus inventing new futures Thursday, October 15, 2009
  • 29. References ➡ IDEO (2009). Human-Centered Design Toolkit, http://bit.ly/ EUHLL ➡ IDII, Ivrea (2003-2004). User Research at IDII, http://bit.ly/ 4e7rY6 ➡ Kuniavsky, M. (2003). Observing the User Experience: A Practitioner's Guide to User Research, Morgan-Kauffman. ➡ Saffer, D. (2007). Designing for Interaction : Creating Smart Applications and Clever Devices, New Rider Press. ➡ Visocky O’Graddy, J+K (2006). A Designers’s Research Manual. Design Field Guides, Rockport. ➡ Wasson, C. (2000). Ethnography in the field of design, Human Organization 59(4): 377-388, http://bit.ly/TYfg8 Thursday, October 15, 2009
  • 30. Menu for next courses ➡ Course’s blog: http://usages.wordpress.com/ ➡ Each course will address a certain set of techniques ➡ Next course will be about theoretical considerations (sampling, theoretical frameworks) and observations Thursday, October 15, 2009
  • 31. Assignement ➡ Each student will have to read a research paper and present it to the class: • 10 minutes, no slides • Outline: summary + why is it relevant for design + personal opinion • For next course: “Reading Ahead” by Portigal Consulting (Slides: http://bit.ly/geX6l Blogposts: http://bit.ly/19jAd4 ) ➡ Project: • Choose a research question (related or not to your personal project or a studio project) • Go observe users/usages related to this question (passive observation and photography) • Prepare a 5 minutes presentations (with slides) of the main findings, we will discuss the results in class at the next course • For each course there will be a similar assignement with regards to the projects. Project completition will consist in the addition of all the assignements Thursday, October 15, 2009
  • 32. Let’s discuss your question Thursday, October 15, 2009
  • 33. thanks nicolas@liftlab.com Thursday, October 15, 2009