Seland_2006_NordiCHI_System Designer Assessments of Role Play as a Design Method
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Page 1: System Designer Assessments of Role Play as a Design Method: A Qualitative Study
Gry Seland
Department of Computer and Information Science Norwegian University of Science and Technology (NTNU)
NordiCHI 2006, 14-18 October 2006
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Page 2: 목차
1. Introduction 2. Method
1. 2. 3. 4.
The workshops Workshop Descriptions Description of Evaluators Evaluation Methods
3. Analysis
4. Results
5. Discussion 6. Conclusion
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Page 3: Introduction
Role Play in IT design
Earliest us in UTOPIA project in Five main categories of reasons
1. Understand users and context
the 1980s
2. Explore, test and communicate ideas 3. To involve users 4. Enhance design process 5. Other reasons
Only one based on explicit feedback from the participants and others not
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Page 4: Introduction
기존 overview의 한계
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it is based on the perceptions of those organizing the role playing events and not by independent external observers The lack of systematic evaluation studies might create a bias towards focusing on positive aspects on role play and a lack of discussion of negative aspects
2.
Basic Element of Roleplay
주체: having someone 행위: physically acting out 상황: an imagined future use situation 방법: for some imagined technology 도구: with physical objects representing that technology.
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Page 5: Introduction
Research Questions
What do system developers and interaction designers perceive as the strengths of role play as a system development method in system development? In what phases of a development project may role play be useful, and for what type of projects? What do system developers view as weaknesses of role play as a system development method?
Evaluate Role Play
Qualitative Methods Multiple Sources
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Page 6: Method – The Workshops
Seven workshops on role play with low fidelity prototyping conducted in the period 2002-2005, in addition to an evaluation meeting to create guidelines for companies
a theoretical understanding making users active and creative participants in early phases of an IT project.
a current practice scenario
By improvisation
a future practice scenario
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Page 7: Method
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Page 8: Method – Workshop Descriptions
1. 2. 3. 4. 5. 6. 7. 8. Exploring the use of PDAs in hospitals Developing ideas and requirements for mobile Electronic Patient Records in hospitals Developing ideas about technology for learning at petrol stations Developing ideas and requirements for mobile Electronic Patient Records in hospitals (Without Drama Intructor) Developing ideas and requirements for mobile Electronic Patient Records in a Pre-round Meeting Creating ideas for possible future services for telecommunication company Teaching interaction designers how they can organize a role playing workshop Obtaining an expert view of role play and low fidelity prototyping as a system development method
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Page 9: Method – Description of Evaluators
O = Observer at workshop, following all groups; PO = Participative Observer, observing a particular group; E = External, knowledge of workshops through video highlights;
P = Participant, participating directly in workshop
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Page 10: Method – Evaluation Methods
Qualitative Methods Interesting topics followed up on
1. 2. 3. 4. Focused discussions with workshop participants Follow-up meeting after workshop 3 Semi-structured interviews after workshop 4 and 5 Free-writing about role play after workshop 4 and 5
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Page 11: Analysis
All evaluation sessions recorded on video and transcribed
(except for workshop 7)
Coding to organize the transcribed text
descriptive codes attached to text fragments with the application Atlas.ti
based on themes that emerged in the text: “GROUP PROCESS create common understanding”
descriptive codes were checked for consistency: the most descriptive term chosen
the quotes were organized according to the research questions
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Page 12: Results
A. Strengths of Role Play as a System Development Method
To Get New Ideas That Would Have Been Difficult to Obtain in Other Ways: To Enable Users to be Active – Reaction & Situation Understanding Context of Use – 백문이 불여일견
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Page 13: Results
B. When is Role Play of Value in the System Development Process?
Fast Idea Creation
To get overview of the domain Not limit the idea generation process
To Create a Focus in a Project
Finding the right direction
To Establish a Good Design Group Process
Get to know each other
User의 실제적인 need 파악 – Developer와의 괴리 해소
Common understanding 구축
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Page 14: Results
C. Weaknesses of the Method
Role Play and Low Fidelity Prototypes must be Supplemented by Other System Development Methods
Many unanswered questions
Danger of Loosing Overview of System
Around IT professionals
Scenarios 수의 제약 – 좁은 시야 형성 위험
Danger in Believing that Role Play is Reality
실제 미래 반영 불가 – utopianism, not the reality
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Page 15: Discussion
Roleplay is…
particularly useful in early development phases, for
fast idea creation creating a focus in a project establishing a good group process
problematic as a stand alone method
lack of system perspective lack of creating an overview of a system
dangerous if gets confused with reality
Limitations of Study
1.
2.
the credibility of the results – 참여자
직업군 통제 부족
정성조사 방법론이 적절한가 – Roleplay에 대해 알려진 바가 적다
3.
실제 상황에 적용 가능한가 – 적용해봐야만 알 수 있다
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Page 16: More Discussion & Conclusion
Relating the Results to Previous Studies on Role Play
Positive aspects
Developing ideas in context
Using the approach to enhance active user involvement Understanding context of use
Negative aspects on role play
no similar descriptions to those described by our evaluators.
CONCLUSION
Roleplay의 단점에 대한 새로운 발견 이루어졌다.
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