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This is an introduction of the "Cultural Probes" method by Gaver, Dunne and Pacenti. I have used it to encourage students to get inspiration from users.
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CULTURAL PROBESRESEARCHING USER CULTURE
GAVER, DUNNE AND PACENTI
COMMON DILEMMA: HOW TO UNDERSTAND CONTEXTDesigners have the need to understand ”local cultures”, so that the product will not be inadequate or irrellevant
But you don’t want the users to limit the design
The users can only suggest solutions they know = no innovation
PURPOSE OF PROBESTo provoke inspirational answers from the users
Aiming for experimental design based on dialogue
Like surgical or astronomical probes
METHODECreate objects (the probes) which provoke answers
Allow the users to use their senses – use images, sounds etc.
NOT A QUESTIONAIRE!!!
Questions range from straight forward to poetic
IDEAS FOR COLLECTION OBJECTS
Disposable cameraes (or images from the mobile phones) followed by a shotlist
• What you will wear today• The first person you see today• Something desirable• Something boring• Difficult situations
Map to fill in routes
Diaries
Postcards
NOT AN ORDINARY INVESTIGATION
No need for precise analysis or thoroughly controlled methodologies
Purpose is to discover new cultural forms
Result: Inspiration NOT information
An impressionistic presentation of the users preferences and cultural consideration
USER CENTERED DESIGN INSPIRATION
The point is for the designer to get an idea on what the users can feel and experience in relation to a product
(But is also very effective as a way of explaining the design to your customer)
THE PROBES
When returned should not be analysed
Looked and read through to get inspiration
For getting ideas for design
CRITIQUE OF THE METHOD
It is used to gather information
Digital care har gjort det inden for sundhedsområdet, se Hemmings et. Al
De ser det som vigtigt at melde ud, hvad man gør åbent – probningens formål skal være tydelig
MORE ARGUMENTS AGAINST
” Designing for pleasure demands a different approach from designing for utility.”
The problem is there has been a strong tendency to rationalize the Probes.
People seem unsatisfied with the playful, subjective approach embodied by the original Probes
None of these tasks (or any of the others we used) produced returns that were easy to interpret, much less analyze.
WHO INTERPRETS
The Probes simultaneously make the strange familiar and the familiar strange p. 6
BEYOND THIS, HOWEVER, THE PROBES EMBODIED AN APPROACH TO DESIGN THAT RECOGNIZES AND EMBRACES THE NOTION THAT KNOWLEDGE HAS LIMITS.
IT’S AN APPROACH THAT VALUES UNCERTAINTY, PLAY, EXPLORATION, AND SUBJECTIVE INTERPRETATION AS WAYS OF DEALING WITH THOSE LIMITS.
AN EXAMPLE
A probe on the outdoors Link
The result Link
The design Link
YOUR TURN:
MMD is looking for an interiour design for the school
First assignment
• Each one of you find 5 images online, which illustrates a nice environment.
• Then take you mobile phone and photograph places which are ugly, uncosy right now at the school. At least 3
• Also use the mobile phone to photograph 3 situations, where peoples seem to be having a good time at the school
• Write 6 single words about a good environment• Which movie environment would you like to walk around in,
and why?
YOUR TURN/2
Second assignment
• You get the material from one of the other students. • You look through the material• Create a photoshop collage that illustrates the
inspiration/conclusion – you got from the answers• Remember that YOU decide• Show us a good idea for a class room design
RESOURCES
About Cultural Probes
http://www.steptwo.com.au/papers/kmc_intranetprobes/index.html
http://www.sfu.ca/~nmw8/iat_333/portfolio_website/