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EPP
Analyzing stimulated recall interviews
Petri Lankoski
Recap
• Play session recording
• Choosing clips to show that are relevant to your RQ
• Creating questions for the clips
• Conducing interviews (record the interview)
• Showing a clip
• Asking question
• Asking clarifications if needed
RQ: for interviews
& analysis
What information does players use to find their way in
Iketsu?
Interview
clips
Steps for
analysis
1. Transcribe the interviews
• MS Word online version has transcription tool
• You need to double-check and fix the transcription as it
does not get all correct
2. One interview at a time
1. Familiarize yourself with the data
2. Finding structure
3. Divide data to meaning units
4. Translating units to researcher’s language
5. Categorizing units to themes
6. Finding connections between meanings
7. Building a meaning map
3. Create a common meaning map
From
interview
answer to
researcher’s
language
• “sort of the markers prompt me in a certain
direction”
• => makers
• To researcher’s language: landmark
Group work: Analyzing one interview
• Find meaning units
• Find themes
• Create individual meaning map
EPP Example
• Analysis with Taguette & MS Excel
• This is not the possible thematization of the
data
• Themes are interpretation so there are multiple
good ways to do themes
• Themes must answer to the RQ
Taguette analysis example
Working with a doc
Exporting for next steps for EPP
Workflow on spread
sheet
Added columns
Workflow on spread
sheet
Workflow on spread
sheet
Workflow on spread
sheet
Meaning map: participant 1
wayfinding
Quest
Visual guiding
Challenge
Character/Quest giver
Reward component
Entrance-exit
Landmark
Path
Visual cue
Meaning map: participant 2
wayfinding
Quest
Visual guiding
Reward component
Landmark
Path
Visual cue
Towards unexplored
New direction
Avoid backtracking
Meaning map: participant 3
wayfinding
Visual guiding
Landmark
Path
Visual cue
Towards unexplored
Avoid backtracking
Combined meaning map
Wayfinding
Visual cue
Quest
Towards unexplored
Criteria to be included in the combined
meaning map
• Included in the majority of individual
meaning maps
[H1] Results
• [H2] Theme: Visual guiding
• Description of paths, landmarks, entrance-exit, and visual cues and how they are used in wayfinding
• Quotations from the data
• [H2] Theme: Quest leads
• Description of characters/quest giver, challenge, and reward and how they participant used them in
wayfinding
• Quotations from the data
• [H2] Theme: Toward unexplored
• Description of avoiding backtracking and finding new areas is guiding the players
• Quotations from the data
Renamed theme as
Quest is not
descriptive in terms of
RQ

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Qualitative analysis with EPP and Taguette

  • 1. EPP Analyzing stimulated recall interviews Petri Lankoski
  • 2. Recap • Play session recording • Choosing clips to show that are relevant to your RQ • Creating questions for the clips • Conducing interviews (record the interview) • Showing a clip • Asking question • Asking clarifications if needed
  • 3. RQ: for interviews & analysis What information does players use to find their way in Iketsu?
  • 5. Steps for analysis 1. Transcribe the interviews • MS Word online version has transcription tool • You need to double-check and fix the transcription as it does not get all correct 2. One interview at a time 1. Familiarize yourself with the data 2. Finding structure 3. Divide data to meaning units 4. Translating units to researcher’s language 5. Categorizing units to themes 6. Finding connections between meanings 7. Building a meaning map 3. Create a common meaning map
  • 6. From interview answer to researcher’s language • “sort of the markers prompt me in a certain direction” • => makers • To researcher’s language: landmark
  • 7. Group work: Analyzing one interview • Find meaning units • Find themes • Create individual meaning map
  • 8. EPP Example • Analysis with Taguette & MS Excel • This is not the possible thematization of the data • Themes are interpretation so there are multiple good ways to do themes • Themes must answer to the RQ
  • 11. Exporting for next steps for EPP
  • 16. Meaning map: participant 1 wayfinding Quest Visual guiding Challenge Character/Quest giver Reward component Entrance-exit Landmark Path Visual cue
  • 17. Meaning map: participant 2 wayfinding Quest Visual guiding Reward component Landmark Path Visual cue Towards unexplored New direction Avoid backtracking
  • 18. Meaning map: participant 3 wayfinding Visual guiding Landmark Path Visual cue Towards unexplored Avoid backtracking
  • 19. Combined meaning map Wayfinding Visual cue Quest Towards unexplored Criteria to be included in the combined meaning map • Included in the majority of individual meaning maps
  • 20. [H1] Results • [H2] Theme: Visual guiding • Description of paths, landmarks, entrance-exit, and visual cues and how they are used in wayfinding • Quotations from the data • [H2] Theme: Quest leads • Description of characters/quest giver, challenge, and reward and how they participant used them in wayfinding • Quotations from the data • [H2] Theme: Toward unexplored • Description of avoiding backtracking and finding new areas is guiding the players • Quotations from the data Renamed theme as Quest is not descriptive in terms of RQ