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User Research
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 Design
Concerned with the whole human range
of hopes, fears, dreams, aspirations,
principles & tastes
Products should be:
           Pleasurable, affective, speaking to emotions
           Personable, subjective, supporting
           relationships
           Culturally relevant
“The Human
Formerly Known
as User”
Need to create a richer picture
of the person to design for
Holistic understanding of
people
Not 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 Methods
Desirable                     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     Demanding on time & effort
investigator and/or           for investigator and/or
participants                  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 Design
Networks co-creating printed
materials
         http://www.cactusnetwork.org.uk/carri
         on.htm
         http://papergirl-berlin.de/
         http://www.postsecret.com/
Audience as Co-designers – HIV
awareness campaign
Art projects
These Associations -Sehgal
Colours of the Sphere – Devine
Telematic 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
                               Scenarios and

    of design decisions
    Concrete, yet flexible
                               Personaes
   Teams will work towards
    shared design rationale
   Develop empathy
   Supports thinking and
    doing: Action and
    Reflection – pushing
    beyond „static answers‟
   Pat Jordan (2000)
    – based on Lionel
    Tiger The Pursuit of
    Pleasure (1992)

   holistic, humanistic
    approach –
    pleasure-seeking       Pleasure
   Relationship of
                           Framework
    person to object /
    environment –
    Interaction with it
People Characteristics
   Physio-pleasure
    Characteristics to do with the body –
    touch, taste, smell – sensory and
    sensual

   Socio-pleasure
    Characteristics to do with the
    enjoyment of a person‟s relationship
    with others, self and society

   Psycho-pleasure
    Characteristics to do with cognitive
    and emotional
    states, capabilities, and traits – „ease-
    of-use‟

   Ideo-pleasure
    Characteristics to do with people‟s
    values – tastes, morals, beliefs and
    aspirations

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User Research

  • 2. Overview  Rationale and Background of involving people  Overview of Methods  Participative Art &Design  Scenarios, User stories – Pleasure Framework
  • 3. 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
  • 4. Usability  Concerned with „ease of use‟ (only cognitive & physical factors) Products should be:  Effective  Efficient  Satisfactory (avoidance of physical and cognitive discomfort)
  • 5. Interaction Design / Experience Design Concerned with the whole human range of hopes, fears, dreams, aspirations, principles & tastes Products should be: Pleasurable, affective, speaking to emotions Personable, subjective, supporting relationships Culturally relevant
  • 6. “The Human Formerly Known as User” Need to create a richer picture of the person to design for Holistic understanding of people Not all quantifiable – empathy, intuition plays a part
  • 7. 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
  • 8. Design Noir  Concerned with the reality of an individual  Accessories for Lonely Men – Noam Toran
  • 9. 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?
  • 10. (User) Research Methods Desirable 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 Demanding on time & effort investigator and/or for investigator and/or participants participants
  • 11. 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
  • 12. 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)
  • 13. Focus Group  Discussion leader + group of participants (5-6 for usability)  Set of prompts and management of discussion
  • 14. Think aloud Protocols  Participant uses product/design concept/ prototype/object/environment  Verbalising thoughts as they experience  May be prompted by investigator
  • 15. Private Camera Conversation  One or two participants  after or during experiencing a product / design concept  Or talking about products / services in general
  • 16. 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
  • 17. Experience Diaries  Participants fill these in over a period of time at home  They may be supplied with a list of questions to consider
  • 18. Immersion  Investigator experiences product/design/service themselves  Mixture of expertise and experience  Trying different tasks/goals/journeys, under different circumstances
  • 19. 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)
  • 20. Participative Graphic Design Networks co-creating printed materials http://www.cactusnetwork.org.uk/carri on.htm http://papergirl-berlin.de/ http://www.postsecret.com/ Audience as Co-designers – HIV awareness campaign
  • 21. Art projects These Associations -Sehgal Colours of the Sphere – Devine Telematic Dreaming - Sermon
  • 22. 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 Scenarios and  of design decisions Concrete, yet flexible Personaes  Teams will work towards shared design rationale  Develop empathy  Supports thinking and doing: Action and Reflection – pushing beyond „static answers‟
  • 23. Pat Jordan (2000) – based on Lionel Tiger The Pursuit of Pleasure (1992)  holistic, humanistic approach – pleasure-seeking Pleasure  Relationship of Framework person to object / environment – Interaction with it
  • 24. People Characteristics  Physio-pleasure Characteristics to do with the body – touch, taste, smell – sensory and sensual  Socio-pleasure Characteristics to do with the enjoyment of a person‟s relationship with others, self and society  Psycho-pleasure Characteristics to do with cognitive and emotional states, capabilities, and traits – „ease- of-use‟  Ideo-pleasure Characteristics to do with people‟s values – tastes, morals, beliefs and aspirations

Editor's Notes

  • #6: Pleasure-based Design
  • #12: Printed List of Questions+++ Fairly economical in terms of time involved and possibilities of distribution to large numbers+++ investigator does not have to be present - - low response rates (ca. 25%)- - - sample of responses is likely to be skewed towards the people with strong feelings (i.e. very positive or very negative experiences)
  • #13: Face to face, online chat or telephone+++ likelihood of misinterpreting questions is minimised due to investigator being at close hand+++ sample is less self-selecting than with questionnaires- - - Demanding on investigator’s time- - - Participant’s responses may be influenced by investigator’s presence (more moderate)
  • #14: +++ can be used at any stage of the development+++ The group dynamics can bring out the issues that really matter, and ones the researcher hadn’t considered- - - The group dynamics can mean one party is domineering or others very quiet – this needs managing the the facilitator
  • #15: +++Efficient to get people’s reaction to products and designs, and also find out the reason why they react this way+++ Opportunity to get rich, prescriptive accounts- - Participant may rationalise, try to explain or justify initial feelings- - - Participant may try to please investigator, or reacts in some way to their presence/purpose
  • #16: +++minimise investigator’s influence+++ agenda is driven by the participant+++ perception of freedom, results in greater disclosure+++ enjoyable for participant+++ good, convincing evidence- - participants may go off topic - - - statements may to be ambiguous, interpretation of statements happens later
  • #17: +++ Speaking with a friend: ‘unprompted’, more natural
  • #18: +++ low investment of investigator’s time and effort+++ can monitor people’s experiences over time+++ responses are created in the real world context, which is relevant to the individual participant- - participants may not be disciplined or motivated enough to complete the entries - - - Descriptions may be insufficient or irrelevant
  • #19: +++ first-hand insight into what it is REALLY like to experience this product+++ cuts out miscommunication and misunderstanding+++ investigator gains a sense of empathy+++ probably best in combination with another research method- - not necessarily representative - - investigator has a vested interest
  • #20: +++ Direct way of involving the people concerned in the design process+++ Designers and participants (consumers) communicate directly- - demanding for participants (time and nature of task)- - - participants are not experts, may not come up with feasible solutions- - - participants may not feel entitled to offer solutions
  • #23: Creator’s imagination OR based on ethnographic research!
  • #24: (usability: task-oriented)Define pleasure… p.12
  • #25: functioning, size & appearance of body etc(family, friends, lovers, likeminded people, peers) – can involve issues of style/status/identityCognitivedemand, emotional reactionsAesthetics, value embodied (i.e. pleasure by a bio-degradable product or pleasure by a technical object as part of the room design)