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Svanæs_2004_CHI_Putting the users center stage
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Svanæs_2004_CHI_Putting the users center stage
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Page 0: Page 1: Putting the Users Center Stage : Role Playing and Low-fi Prototyping Enable End Users to Design Mobile Systems Dag Svanaes Gry Seland CHI 2004 윤혁기 1 / 22 Page 2: Introduction Putting the Users Center Stage : Role Playing and Low-fi Prototyping Enable End Users to Design Mobile Systems  As computer leave the desktop and become part of our everyday work and life, there is a need to supplement existing design methods with approaches that embrace the physical, social and bodily nature of interaction.  Role playing – take users and developers “out of the chair” and into the physical, social, and embodied reality of mobile computing  Low-fidelity prototypes + role playing make it possible to explore design concept with users at a very early stage in a project 2 / 22 Page 3: Introduction Putting the Users Center Stage : Role Playing and Low-fi Prototyping Enable End Users to Design Mobile Systems  The Earliest recorded use of role playing and low-fi prototyping in the design of computer systems dates back to the UTOPIA project in the 1980s  The use of in-situ role playing with low-fi prototypes as a way of involving workers in the design of a PDAbased computer system – Binder  The use of role playing as a way for designer and users to have a dialogue about design idea – Brandt and Grunnet  The use of low-fi prototypes and role playing in concept generation – Kuutti et al. 3 / 22 Page 4: Introduction Putting the Users Center Stage : Role Playing and Low-fi Prototyping Enable End Users to Design Mobile Systems  “Experience Prototyping” as the use of role playing and low-fi prototypes for exploring design concepts – Buchenau and Fulton Suri  “Informance” and “Bodystorming” as ways of physically acting out design ideas. – Burns et al..  Use professional actors to act out scenarios of mobile computing – Howard et al..  “Focus Troupe(극단)” as a way of using drama to get feedback from potential customers on new product ideas. – Salvador and Sato  How role playing with low-fi prototypes is currently being used at IDEO. - Simsarian 4 / 22 Page 5: Six Workshop  Six Workshops : Lesson Learned       Putting the Users Center Stage : Role Playing and Low-fi Prototyping Enable End Users to Design Mobile Systems Workshop 1 : Exploring our Mobile Future Workshop 2 : Participatory Design as Market Research Workshop 3 : Mobile Computing in Hospitals Workshop 4 : Working with Real Health Workers Workshop 5 : Finding a Role for the Developers Workshop 6 : Using Field Data as Input 5 / 22 Page 6: Six Workshop  Putting the Users Center Stage : Role Playing and Low-fi Prototyping Enable End Users to Design Mobile Systems  Workshop 1 : Exploring our Mobile Future To explore potentials for new mobile devices and services for teenagers, looking 5- 10 years ahead. Participants - Eight high school students (age 16 – 17) were recruited from two local schools, four from an art class and four from a drama class Workshop Structure  1) Scenario development through drama.  1hr – boys / girls Sep. boys + girls Mixed    2) Technology exploration through low-tech prototyping.  30min - “Designing by accident”  The drama teacher did an exercise on form and function  3) Integration of the prototypes into the scenarios.  2hr 30min – Integrate their fantasy objects in the scenarios  Video Recording  30 min Discussion 6 / 22 Page 7: Six Workshop  Putting the Users Center Stage : Role Playing and Low-fi Prototyping Enable End Users to Design Mobile Systems  Workshop 1 : Exploring our Mobile Future Lesson Learned  The “design by accident” exercise worked well in producing a number of esthetically interesting objects  A lot of their wishes were not technologically feasible  The resulting future scenarios included their fantasy objects, but it was evident that the objects did not “fit-in”  Their use was “made up”, some times in a very entertaining way, but it was in most cases obvious that we were not watching a future product in use  We conclude from this that the prototyping materials provided have a strong impact both on the resulting form factor and on its imagined functionality. 7 / 22 Page 8: Six Workshop  Putting the Users Center Stage : Role Playing and Low-fi Prototyping Enable End Users to Design Mobile Systems  Workshop 2 : Participatory Design as Market Research One of the aim of the project was to evaluate the market potentials for direct terminal-to-terminal radio communication and ad-hoc wireless networks for teenagers Participants – group of nine 14 and 15 years old, no special background in drama or art. Prototyping Materials  To constrain the design space, we built a set of foam models that the workshop participants could use as starting points in their design activity.    Different sizes – watch size, mobile phone size, PDA size, laptop size, tablet PC size 8 / 22 Page 9: Six Workshop  Putting the Users Center Stage : Role Playing and Low-fi Prototyping Enable End Users to Design Mobile Systems  Workshop 2 : Participatory Design as Market Research Workshop Structure  Omit role playing altogether and focus on scenario building with storyboards and low-fidelity prototyping  Participants were spilt into three groups of three.  Brainstorm on everyday situations from their own lives where wireless P2P could be relevant, and choose one or two of the situations as a basis for their scenarios.  Scenario building and mockup prototyping do not require special competencies such as a background in drama or visual art Constraints on the technology made it easier for the participants to fit design solutions to the scenarios. Foam models worked well Some constraints on candidate situations are necessary to focus the brainstorming on scenarios 9 / 22   Page 10: Six Workshop  Putting the Users Center Stage : Role Playing and Low-fi Prototyping Enable End Users to Design Mobile Systems  Workshop 3 : Mobile Computing in Hospitals A Deeper insight into typical use situations for PDAs in hospitals. Participants – one facilitator(professional drama teacher), one author and six participants in Ph.D. students from Computer Science and Social Science Workshop Structure  1hr – used on drama theory and on simple status exercises    Next hour – improvisation techniques for drama, on creative use of props(연극도구). Improvise scenes from hospital, and act these out playing different roles   Drama facilitator understands the purpose of the workshop. It is crucial that real users are included as workshop participants. Without real users the workshop runs the danger of “spinning in the air” 10 / 22 Page 11: Six Workshop  Putting the Users Center Stage : Role Playing and Low-fi Prototyping Enable End Users to Design Mobile Systems  Workshop 4 : Working with Real Health Workers Full-scale model of a ward(감독) that was built by the architects of a new regional hospital. Participants – six health workers (nurses) and one hospital’s IT department present as observers Workshops Structure  Detailed plan, down to every 15 min.  3hrs – staging realistic scenarios from current work practice  3hrs – designing mockups and integrating them in the scenarios    Stressed to the drama teacher the main differences between the workshop and theatre  Twice Scenario presentation – rehearsed / with interruption other team  Picked a number of foam model and discuss what they would need for their scenario 11 / 22 Page 12: Six Workshop  Putting the Users Center Stage : Role Playing and Low-fi Prototyping Enable End Users to Design Mobile Systems  Workshop 4 : Working with Real Health Workers The transition from scenarios to design, and the integration of mockups into the scenarios got much more support Designing-in-action  Holding “blank” foam model in her had  Asked her “What happens next?”   She started tapping on the model with a pen and said “getting blood test result for the patient in the bed ”  Followed up on this and asked her to draw on Post-it note what she had “seen” on the model  She drew a screen with button and menus  At the end of improvisation the team has designed both a future scenario and a low-fi prototype for scenario 12 / 22 Page 13: Six Workshop  Putting the Users Center Stage : Role Playing and Low-fi Prototyping Enable End Users to Design Mobile Systems  Workshop 5 : Finding a Role for the Developers Repetition of workshop 4 with developers present as workshop participants Participants – one authors, six health workers (four nurse, two doctors), two graduate computer science students Workshop Structure  Two 15 min sessions during the day to ask the health workers question and discuss the resulting scenarios  During the workshop the developers were not allowed to suggest design solutions or influence the scenario building in any way.    When the developer want to interrupt, the facilitator has to decide to what extent this will disrupt the creative process. One the other had, not allowing the developer to interrupt might let pass a unique learning opportunity 13 / 22  Page 14: Six Workshop   Putting the Users Center Stage : Role Playing and Low-fi Prototyping Enable End Users to Design Mobile Systems  Workshop 6 : Using Field Data as Input To got access to a ward, and filmed one morning meeting. Participants – one author, six health workers, two developers, none of which had participated in any previous workshops Workshop Structure  10 min were spent during the introduction on showing the video from the ward  Not allocated separate sessions for the developer to ask question   The use of field data is valuable, but not essential for the success of a workshop. It should consequently be seen as optional 14 / 22 Page 15: The Resulting Workshop Structure  Participant Roles     Facilitator, User and Developer, additional role – observer Optimal for two team with 3-4 members Paid the users to participated ordinary working hours One Developer per team with no circumstances give direct input to the scenario building or prototype design Facilitator’s role is to guide the teams in their creative processes. Especially for facilitators background as developers this requires a high degree of self control  15 / 22 Page 16: The Resulting Workshop Structure  Before the Workshop  The user should have direct experience from the kind of work that is being dealt with in the workshop Recommend inviting a professional drama person as facilitator to get comfortable with the technique To get the most out of a workshop it is necessary to state clearly beforehand the goals for that specific workshop    After the Workshop  Time should be allocated to allow facilitator and developers to sum up and document the workshop The use of video is crucial for this purpose  16 / 22 Page 17: The Resulting Workshop Structure  The Workshop Detail          Introduction of goals and methods (30 min.) Warm-up and drama exercises (30 min.) Optional : Presentation of video from the field (10 min.) Brainstorming on situations for scenarios (30 min.) Improvisation of “current practice” scenarios. (1 hr.) Presentation of scenarios. (30 min.) Lunch (30 – 45 min.) Introduction to prototyping and technology. (15 min.) Improvisation of future scenarios and development of low-fi prototypes. ( 1 ½ hr.) Presentations of future scenarios (30 min.) Discussion and evaluation. (30 min.) 17 / 22   Page 18: Steps to a Theory  The Creative Process  Putting the Users Center Stage : Role Playing and Low-fi Prototyping Enable End Users to Design Mobile Systems Role playing  Experience from the use of role playing in teaching show that little training is needed to be able to create and stage an imagined situation from their own lives  Drama is the best metaphor for everyday social life, and that we all play roles most of the time.  Storytelling  In addition to playing roles, scenario building requires the ability to invent and tell stories 18 / 22 Page 19: Steps to a Theory  The Creative Process  Putting the Users Center Stage : Role Playing and Low-fi Prototyping Enable End Users to Design Mobile Systems Tool Making  The workshop team members improvise new technology to solve their information and communication needs.  This kind of design is different from that done by professional designers and developer, because they do not worry about technical issues such as software architecture, implementation, information structure, interface consistency, and integration with other ICT systems.  Most of the developers in the workshops were surprised to see with what ease ordinary users came up with relevant design solutions.  The materials enable the participants to become creative, and much care should therefore be put into the design of the prototyping materials 19 / 22 Page 20: Steps to a Theory  Putting the Users Center Stage : Role Playing and Low-fi Prototyping Enable End Users to Design Mobile Systems  The Workshop as Design Method Objectivity – To what extent do the scenarios and ideas originate from the users, and not from the facilitators or developers? – 시나리오가 사용자들로부터 나왔나? Reliability – Are the scenarios accurate in their description of the situations being studied? – 시나리오가 상황에 대한 설명에 적절한가?   Validity, or what is often called internal validity – Are the scenarios describing the important aspects of the situations with respect to the purpose of the workshop? – 시나리오가 워크샵 목적에 맞게 상황의 중요한 부분들을 설명하는가?  Transferability – Are the scenarios typical for the situations being studied, i.e. can the conclusions drawn from analyzing the scenarios be generalized? – 연구를 통한, 전형적인 상황에서 분석되어 결론지어진 시나리오가 일반화 되어 질 수 있나? 20 / 22 Page 21: