User Research

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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