INTERNATIONAL CONFERENCE ON DESIGNING PLEASURABLE PRODUCTS AND INTERFACES, DPPI09 13- 16 OCTOBER 2009, COMPIEGNE UNIVERSITY OF TECHNOLOGY, COMPIEGNE, FRANCE SPEED SKETCHING WITH DESIGNERS: USER INSPIRED BRAINSTORMING ABSTRACT This paper describes a method called speed sketching, which utilizes user data as inspiration in a brainstorm-like session. The user data comes from a design probe study of an entrance to a building. One challenge with usercentered design is to give life to user data in the design process. A design workshop was held with five designers as participators. During the workshop speed sketching was used and evaluated through analysis of the sketches, a semi-structured questionnaire and discussions with the designers. The findings of the study show that the user data consisting of dream and horror stories of entrances provided input that could be used in a creative manner. Merely illustrating the stories as such seems to give less creative results than using the stories as a more general source of inspiration. Based on the study performed here speed sketching seems to be an effective and creative way to merge data from user studies with the design process. Using sketching as a quick and expressive means of interpreting a story created by a user of a design object provides designers with a systematic tool to creatively use material from a design probe study.. Keywords: user centered; brainstorm; inspired; design method; design probe; speed sketching; sketching 1 INTRODUCTION Design probes is a comparatively unobtrusive method to gather data about users’ thoughts, perceptions, conceptions and feelings. The use of the method has spread rapidly since the publishing of the well-known study of Gaver, Dunne, and Pacenti (1999). Mattelmäki (2006) reviews many different types of design probes and contributes with a thorough description of the probing process. However, neither Gaver et al. (1999) nor Mattelmäki (2006) provide any in-depth description of possible methods to make use of the material collected with probes. Given that probe material is a direct user generated material, and that it seems to be used in design contexts where empathetic insights, interpretation and rich materials are preferred, we wanted to try a method following these principles. We therefore suggest speed sketching as a method that use probe material as user input in the design process. We set the method up to force the designers to engage with the probe material and expressing themselves through sketches. Thus, the method could take on the challenge of transforming probe material from being a direct user material to being a rich designer material. Because there are few studies looking at the use of probe material in this detailed manner, the purpose of the study was to find out how well the speed sketching method took on the challenge. 2 PAPER LAYOUT AND STYLES BACKGROUND There are no strict rules that define what a design probe is and what it contains. However, in reviewing several design probe studies Mattelmäki (2006) points out similarities and differences amongst different uses of the probes. The probing process usually starts with a stage called “tuning in”, which is where the researcher gets in touch with the topic under study. The next stage, “probing”, is where the users engage themselves in the work with the probes and thus data is generated, which is followed by interpretation and ideation. Mattelmäki briefly describes two different probing processes. In one of them the probes are used as empathy probes, with emphasis on “the desire to create an understanding of the phenomena” (Mattelmäki, 2006, p. 97). Here the probing process is followed by some first interpretations of the data, which then guides deepening interviews with the users. This acts as a base for “multi-disciplinary interpretations, dialogue, ideation workshops and sharing the results” (Mattelmäki, 2006, p. 97). In the other process the probes are used as sources of inspiration, so called cultural probes. Here the data from the probes are directly used to support concept ideation, without the deepening interviews with the users. This study follows the latter process, i.e. to examine a way to use the probe material as a source of inspiration for a group of designers. In 2007 one of the authors (Author, 2007) set up a design probe study that investigated the user experiences of a specific entrance. The entrance was an entrance to a public building at a university, through which students, staff, faculty, temporary visitors and guests from the cafeteria passed. Probes were given to fourteen participants, all of them students using the specific entrance daily more or less, and they were to keep them for a period of three weeks. They were encouraged to reflect on their use of entrances in general and one specific entrance in particular by working with the contents of the probe. Each probe contained an entrance journal, a map of the campus, cards allowing filling in positive and negative experiences of entrances, postcards with questions and a disposable camera (see Figure 1). The contents of the probe were centered on four questions: 1. How is the entrance used? 2. How is the entrance perceived in different situations? 3. How does the entrance affect people’s lives? (Does it e.g. cause problems?) 4. What is typical for a good or bad entrance? The participants of the probe study were all students that had a lot of other things to do, which motivated the choice of tasks that were quick to complete, easily accessible (i.e. easy to put in your bag and bring it to the university) and fun to work with. One way to do this was the use of “emotion cards”, a kind of postcards with a list of preprinted emotions and state of minds. There was also some room in order to let the users add other words. The cards were placed close to the entrance together with a box, and everybody, participants of the probe study and others, were invited to check whichever emotions or state of minds that were applicable at the time of passing the box. Another type of postcard that was used asked the user of the entrance to pretend that he or she was on a vacation to the building of the entrance and was to write a postcard to someone special. Some postcards had preprinted starting sentences such as “Hey honey!” or “Dear mother”. There were also cards that asked the user to note three positive and three negative traits of a particular entrance. The map of the campus was to be used in order to sketch the movements on campus on a typical day for the user. The entrance journal was a place for the users to write down their daily experiences of the entrance under study. Figure 1. The contents of a probe. There was also a pen and a pencil included in each probe. At the time of retrieval of the probes the participants were asked to write a either a dream story or a horror story about an entrance. Because the stories were written after the three week period of working with the other material the stories would contain traces of the users’ thoughts and feelings towards the entrance. Given that probes not only are passive recording devices, or tools for externalization of feelings and thoughts, but also are documentaries influencing the narrator, and active tools for reflective thinking, the thoughts and feelings in the stories will be more elaborate and explicit than they would have been if this was the only task given to the users. All of the probe material collected was used as inspirational material during a workshop with five designers. The five designers were performing a project on designing entrances, and using the probe material as inspirational would help the designers. The basis for the inspirational work was a workshop format, for which a set of techniques was developed in order to use let the designers be inspired by the probe material. Apart from speed sketching, which will be described in detail below, the techniques used were, a wall projected photo documentary from the disposable cameras with user added emotional words, activity identification in the probe material, and finding usage problems in the probe material. The data from the “emotion cards” were summarized in a diagram that was presented at the workshop. An example of the photo projection and the diagram of the data of the “emotion cards” are shown in Figure 2 and Figure 3 respectively. Figure 2. An example of the slideshow that was projected in the background of the design workshop. Figure 3. The diagram of the data from the “emotion cards” that the designers were given during the workshop. The 22 first terms were preprinted on the cards while the rest of the words (separated by some space) were put written by the users in the empty room on the card. The overall goal of the probe study was to reach empathetic understanding of the situation of the users of the entrance. However, speed sketching is a method that lies within the last stage of the probing process, "interpretation and ideation", and used parts of the raw data from the probes directly as sources of inspiration, as in the cultural probes process explained above. The brainstorm method (Osborn, 1963) is a widely used method to use during the diversion phase of the design process. It has been found that additional restrictions on what should be produced at the brainstorm session could actually increase creativity (Brandt and Messeter, 2004). One example of this is the random words method (which is a common method in design disciplines, see e.g. Löwgren and Stolterman (2004) for an introduction to interaction design) which can help the participants of the session to get out of a situation of fixation (Finke, Ward, and Smith, 1992). Fixation is when the participants are stuck in one kind of ideas, and creative ideas are no longer exuberant. The participants can then use a number of random words as a restriction, where new ideas have to combine these words in one way or another. This restriction makes the participants think of solutions they might otherwise never have thought of. Another example is the 6-3-5 method (Wright, 1998) where six participants start by noting down three proposals to solve the presented problem. After five minutes of work everybody passes their proposals to the next person and everybody makes additions to the last persons’ proposals. After five changes the groups has co-produced several solutions to the problem. The restrictions in this example are made up of the fact that each participant has to expand the proposals that somebody else made. The reason for choosing sketching as a medium for the ideation work is because of its importance as a tool for designers. According to Buxton “sketching is not only the archetypal activity of design, it has been thus for centuries” (Buxton, 2007, p. 111) and “it is central to design thinking and learning” (Buxton, 2007, p. 118). Buxton lists several attributes of sketches that make them ideal for this kind of work, e.g. sketches are quick, disposable, plentiful and ambiguous. Also, they suggest and explore rather than confirm. All of these attributes are wanted at the early stage of the design process often referred to as the divergent stage, which is where brainstorm sessions are very common. Lastly Buxton describes “the 'conversation' between the sketch [...] and the mind” (Buxton, 2007, p. 114). This means that designers are actually reasoning with themselves by sketching. When a designer sketches this is done based on current knowledge, but once the sketch is on paper the designer will get new knowledge by reading and interpreting what has just been created. It seems as if the structure of a typical brainstorming method and the qualities of sketching as an expressive activity fits well together. The sketches are quick and plentiful, which goes well with the generative pace of a brainstorming session and its contribution to a divergent process. Sketches also act as suggestions, which is similar to the role of the written word in other brainstorming sessions. When shared, the sketches, being ambiguous and suggestive, invite asking questions on what they depict, what they tell us, and what they mean. Thus, sketches can be a better media for brainstorming, as they invite discussion instead of critique. METHOD To build on the designers’ skill to express themselves through sketching we conceived a technique we call speed-sketching. It is a brainstorm-like activity with some restrictions; it uses only parts of the probe material, and the material is available only in a specific media, and it uses a time limit. These restrictions were motivated by the fact that restrictions can actually increase the creativity of the participants of the brainstorm session. Thus, we collected the stories, which in one way or the other concluded the user’s experience with the entrance as well as with the probe study. We then used these to connect between the everyday of the processes of the users and the creative design process. The collected stories were thus used to engage the designers in the user-inspired brainstorming exercise we call speed sketching. The method was tested in the above mentioned design workshop. The procedure of the exercise is very simple: the process leader reads aloud one story and then gives the designers a short amount of time (specified in advance) to sketch ideas that come to their mind while hearing the story. When the time runs out the process leader reads aloud a new story. In this way the designers only have time to sketch the most important features of their ideas. There is no time to go into details which might interfere with the creative/impulsive state of mind that is desirable during 5 a brainstorming session. In this study each sketching was marked with story number and the designer’s name in order to simplify the analysis. The exercise is self-documenting in the sense that the output of the exercise (the sketches) allows for analysis. The speed sketching session was followed by a semi-structured questionnaire. The sketches and the answers from the questionnaire were later discussed with the participants. The sketches were also analyzed by identifying unique traits. A sketch was considered unique if it contained some element that (1) was not described in the story; and (2) was not present in any of the other participants’ sketches for that particular story. In order to study the potential difference in how different types of stories inspire the designers the stories were classified on three dimensions: Mode: dream story (Dream) or horror story (Horror) Length: short (Short), average (Avg.) or long (Long) Type: descriptive (Desc.) or narrative (Narr.) The mode was specified by the participants of the probe study when writing the story. The length was based on a rough subjective judgment of the number of words in each story. Stories that only contained factual information on how the dream/horror entrance would be were classified as descriptive, while those that also contained information about a use situation were classified as narrative. RESULTS The classification of the stories and the number of unique sketches visualized in Table 1. Story nbr. Mode Type Length Des.1 Des.2 Des.3 Des.4 1 Horror Desc. Avg. U U 2 Horror Narr. Avg. U 3 Dream Narr. Avg. U U 4 Dream Desc. Short U U 5 Horror Narr. Long U U 6 Dream Narr. Short U 7 Dream Narr. Short U U 8 Horror Narr. Avg. U 9 Horror Narr. Avg. U 10 Dream Desc. Long U 11 Dream Desc. Short U U U 12 Horror Desc. Avg. U U 13 Dream Desc. Long 14 Dream Narr. Long U Σ 0 4 4 13 for each designer and story are Des.5 Σ 2 U 2 U 3 U 3 2 U 2 U 3 1 U 2 1 3 2 0 U 2 7 28 Table 1. The classification of stories and unique sketches (marked with a ‘U’), as explained in the method section. The designers are named Des.1, Des.2, etc. The ‘Σ’ indicates the number of unique sketches for each story and designer. The data in Table 1 shows that designer 4 has produced significantly more unique sketches than the others, and designer 5 follows with a few more than the other three designers. This is discussed below together with the qualitative data from the questionnaires and the discussions with the designers. Table 2 sums the data from Table 1 for each of the classifications. Total nbr. of Total nbr. of Nbr. of unique Classification unique sketches stories sketches per story Dream 17 8 2,1 Horror 11 6 1,8 Short 11 4 2,8 Average 12 6 2 Long 5 4 1,3 Narrative 17 8 2,1 Descriptive 11 6 1,8 6 Table 2. The number of unique sketches for each of the classifications. Given the small sample of sketches and stories statistical analysis is kept simple. Noteworthy from Table 2 is that the differences are not very big, with the exceptions of the length of the stories. It seems as though longer stories tend to inspire a smaller amount of unique sketches than shorter stories. Figure 4 shows four sketches to the following story. This is the authors' translation of story number 6, a short, narrative dream story: "Once upon a time there was a university building. The entrance was like a ball with doors made of rubber. The rest of the ball was made of glass with different colors in it and when someone was standing in the entrance the sky was visible, which gave a sense of freedom even though one was encapsulated. That would be a fun entrance, not just to pass, but to hang out." Figure 4. The sketches from story number 6. The comments of Designer 4 read “Freedom to choose” and “Open by touching any of the balls – different balls starts different behaviors from door.” Figure 5 shows four sketches to the following story. This is the authors' translation of story number 5, a long, narrative horror story: "Once upon a time it was a hot and sunny day in Norrköping. I was going to the library in order to return the books I had borrowed. The sun was warming and I was happy to be outside. While I was walking along I noticed all the beautiful entrances that were in the city. Once I arrived at the library I was chocked, firstly, the library was closed, secondly it was the ugliest entrance I had seen: grey, square and it actually had a bad smell. There was no roof for me to have some shadow while waiting for them to open. After having been standing there for a while it started raining! Without roof or any other beautiful protection I had to stand there in front of the atrociously monstrous, grey, ugly entrance with a bad smell. The books were of course ruined...and therefore also my sunny mood!" 7 Figure 5. The sketches from story number 5. The door of Designer 1 reads “Closed! You can’t come in”. The comments of Designer 3 read “Directly on the street”, “Closed” and “regular, heavy thick pattern”. The comments of Designer 4 read “Door from the front”, “to create roof”, “if lots of people” and “if no roof is needed”. The sketches of the last example story can be seen in Figure 6. This is the authors’ translation of story number 4, a short, descriptive dream story: "Big, bright and spacious. Preferably harmonious colors like pastels for example. Pink, purple, light blue :) Important with big windows so that it doesn't get dark, preferably curtains in warm colors at winter." 8 Figure 6. The sketches from story number 4. The comments of Designer 4 read “wind”, “blowing curtains (makes it airy)”, “fabric” and “windows with ‘specialties’ to make fabric with patterns from sun.” These stories and sketches give a general idea of the material used as inspiration and the material produced by the speed sketching session. It is worth to note that there is a difference in elaboration of the stories. However, the data in Table 1 and Table 2 imply that the different classifications of the stories are not of major importance in judging how effectively they can be used as inspiration for designers. Also noteworthy is the similarity between the first three sketches to each story. This fact is further discussed below, while considering how freely the designers sketched. The questionnaire and discussion showed, in conflict with the quantitative data in Table 2, that the horror stories were judged as giving input more easily used in a creative manner. This effect can be interpreted as being similar to the reasons behind using so called provotypes (Gaver and Martin, 2000). Negative artifacts tend to provoke a reaction in the human mind. On the other hand, other factors come into play in this case. Firstly there is the general picture of normality. For a user of an entrance, thinking up a dream entrance story is a hard task, if we require the story to be far offset from the picture of normality. This can also be seen in the example of the stories above, where one hardly can argue that there is a far offset from the picture of normality. For most people, coming up with new good ideas on order, and writing down a fair story about these, is not what they picture themselves being good at doing. Whereas expressing e.g. problems is easily done, the easiest way is just to work with negations. Thus the stories told rely heavily on what the users of the entrance already knew. That is, because they had been working with the probe material, documenting not only their use and attitudes, but also changing their knowledge about the entrance, the stories told were richer than one might expect from a story told by someone not having worked with these issues. Secondly, the designers’ view of normality, and the professional vision of theirs to solve problems in the world, even more accentuates the horror stories as the ones to be dealt with. Thirdly, provotypes are most often used within the critical design school, where it is used by designers with users. In this study the designers were using the stories in a design situation, which highlights the designers’ role as problem finders and solvers. 9 Some of the designers sketched very freely during the story reading, while others tried to illustrate the story. The designers who were illustrating the story (designers 1, 2 and 3) felt limited in their creativity and produced rather similar sketches, which can be seen especially well in the sketches of story number 6 (Figure 4). The designers who were sketching freely (designers 4 and 5) did not produce as many similar sketches, which can be seen from the fact that these two have produced more unique sketches than the other three designers. As sketching often is being referred to as a central tool for a designer in the creative process (Buxton, 2007), it is interesting that some of the designers were limited in the speed sketching exercise. The designers themselves highlighted a few reasons for this, such as that they would have liked longer time to be able to work out details, or that they would have needed a “warm up” session to get into pace. Our interpretation is that even though the method sounds simple, participants need training to be able to feel that they perform well, regardless of whether they are illustrating or sketching freely. Speedsketching is similar to brainstorming as an idea, but using stories as input and sketches as output is different, and thus it may sound easy, but it will require some initial familiarization. Nevertheless, the designers’ sketches were strongly related to the stories, so the aim of using stories to create a connection between the experiences of the users and the design process seem to have worked out. CONCLUSIONS Based on the study performed here speed sketching seems to be an effective and creative way to merge data from user studies with the design process. Using sketching as a quick and expressive means of interpreting a story created by a user of a design object provides designers with a systematic tool to creatively use material from a design probe study. The results also suggest that the length and mode of the stories might have impact on the level of inspiration the stories can provide. The findings point towards a set of interesting avenues for further inquiry. First of all, finding ways of creating dream stories that engage the designers is a challenge. Some authors view the creation of such ideal scenarios as a design task in itself (Albinsson, Lind, Forsgren, & Ozan, 2006), and more thorough understanding in what kind of stories work well as inspiration would be a good way to optimize speed sketching. Secondly, studying the different design methods, such as design probes, provotypes and speed sketching from a co-design perspective might shed some light over the differences and similarities between views of normality and designer instrumentality. Thirdly, analyzing the transformation from words into sketches would give the possibility to see how user experiences are transferred and transformed through speed sketching. Fourthly, studying different kinds of input to the speed sketching method would provide a wider array of possibilities for creative output. ACKNOWLEDGEMENTS This research was partly made possible through a grant from VINNOVA, the Swedish innovation agency, in the project Service Design: Innovation and Involvement. We would like to thank the participants of the design probe study and the design workshop, without whom this work would never have been completed. 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