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A brief introduction to a workshop at Mobile Experiences : Cultural Audiences symposium. This presentation looks at the impact of context when designing mobile experiences for different audiences. The workshop uses 'context cards' to develop new mobile experiences and test the usability of existing mobile experiences.
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CREATED FOR: PRESENTED BY: DATE ISSUED:ME:CA SYMPOSIUM MARTHA HENSON + LINDSEY GREEN + ALYSON WEBB 21ST MARCH 2013
CONTEXT IS EVERYTHING
WHY ARE WE TALKING ABOUT CONTEXT?
CHRONOLOGIAL
PHYSCIAL SITUATIONAL
WHAT DO WE MEAN BY CONTEXT?
The static web experience is more often stable and used in a near to optimal context – seated in a particular location, user in control of lighting, noise, settings
The mobile experience is more typically unstable and constantly changing and non-optimal – sunlight on screens, external noise, movement, pushing a buggy.
WHAT HAPPENS IF WE DON’T CONSIDER
THE CONTEXT?• More prone to to miss critical factors impacting
needs• Less likely to become aware of all the non-
digital aspects of the service design• Less likely to create successful mobile
experiences
WE HAVE A NEGATIVE IMPACT ON THE VISITOR EXPERIENCE
“…Our physical, sensory, cognitive, emotional and social abilities are not static – they change continuously depending
on the contexts and situations that we are immersed in.”
1. Explore the ways in which physical, situational and chronological contexts can help inform, shape and inspire mobile experience design.
2. Test a prototype design tool – exploring whether it can play a useful role in the design process and, if so, refining the design of both the activity and content of the cards
THE PURPOSE OF THE ACTIVITY
1. One member of the team is ‘the client’ and will use their own venue for the purposes of the activity.
2. Two decks of cards – audience and context.
3. Pick an audience card – this is the audience you will focus on
4. Then pull a context card.
5. The aim is to use that card – the context or situation - to trigger and shape experience ideas for your chosen audience and client.
6. Capture you ideas on the flipcharts – you can use words or pictures
7. Keep pulling cards to develop a ‘bank’ of experience ideas
THE PLAN
1. No idea is bad
2. No idea is critiqued during the brainstorming
3. Set aside any thoughts about the technology you’re going to use – it’s all about the experience!
THE RULES
A new experience might involve no new digital development – using or supplementing existing services/tools is just as valid
Any device can be used – from tin cans and string to a raspberry pi - it simply needs to be shown to be the best option for that audience and that client mission. But DO NOT choose your technology until you’ve figured out the experience you’re aiming at!
Your service is not restricted to on-site – it can be designed for anywhere and anytime provided it meets audience motivations/needs and client objectives.
THINGS TO CONSIDER