EXPLORATORY DESIGN RESEARCH Interaction Design South America 2011 Elizabeth Goodman, University of California, Berkeley SCHEDULE Introductions The nature of exploratory research Our project for today Asking initial questions Method 1: “Walking tour” Lunch Discussion Method 2: Probes Method 3: Co-creation Method 4: Games INTRODUCTIONS What’s your first name? What is your job? What would you like to learn at this workshop? ABOUT ME Urban exploration interfaces and games User research handbook geolocated chatting Community garden studies Ethnography of interaction design What’s exploratory? THE NATURE OF EXPLORATORY DESIGN RESEARCH What’s research? The researcher uses these methods not to answer precisely framed questions, but in order to generate the questions themselves, in directions he or she does not control: in order to find the blind spots. “Mapping the Experiential Context of Product Use” Pieter Jan Stappers, Froukje Sleeswijk Visser, and Ianus Keller DIMENSIONS of EXPLORATION inspiration behavior “Art” meaning “Engineering” information DESK RESEARCH Make things Read a lot Talk to many experts Question assumptions !!! Photo: Lalo de Almeida for The New York Times CLUES TO A GOOD PROJECT “Doing my I’s and O’s” “He’s a troll” Jargon/slang Evocative imagery “We never do that here” Absolutes “That’s not punk rock” Group definition and exclusion “Skydiving is crazy” Accusations of insanity or stupidity Tricks of the Trade Howard Becker Basics of Qualitative Research Anselm Strauss and Juliet Corbin LOOKING FOR RELATIONSHIPS Between people, places, and objects Say Think Do Use Know Feel Dream From User-Centered to Participatory Design Approaches Elizabeth Sanders, 2002 LOOKING FOR RELATIONSHIPS Between people, places, and objects Say Think Do Use Know Feel Say Do Make Dream From User-Centered to Participatory Design Approaches Elizabeth Sanders, 2002 LOOKING FOR RELATIONSHIPS Between people, places, and objects Say Think Do Use Know Feel Say Surveys Interviews Diaries Do Observation Probes/games Make Co-creation Dream “From User-Centered to Participatory Design Approaches” Elizabeth Sanders LOOKING FOR RELATIONSHIPS Between people, places, and objects Say Think Do Use Know Feel Say Surveys Interviews Diaries Do Observation Probes/games Make Co-creation Dream From User-Centered to Participatory Design Approaches Elizabeth Sanders The key is looking carefully at what people actually do in various situations and asking ourselves questions such as these… Why has someone placed this object here? What are those people doing and why are they grouped like that? Why is it that people apparently avoid being here? Curiosity will reveal meaning behind these nonspectacular interactions that take place around us all the time. Thoughtless Acts? Observations on Intuitive Design Jane Fulton Suri and IDEO OBSERVATION FRAMEWORK Activities: What are people doing? Environments: Where is the action happening? Interactions: What operations are being carried out? Objects: What things are being put to use? Users: Which people are involved? “Ethnography in the field of design” Christina Wasson (Doblin) EXPERIENTIAL ENCOUNTERS Traces Workarounds Paths Feelings Territories Goals Talk http://www.flickr.com/photos/loxea/4045627675/in/pool-thoughtlessacts OBSERVATION: TO MAKE/KEEP Notes Photos/Drawings Maps Souvenirs OBSERVATION Belo Horizonte Pick a spot as a group Inside or outside hotel Stay there for at least 15 minutes • • • • Don’t hide, but try not to stand out – especially if you are taking photographs If anyone asks, you’re “doing this for a class assignment” If people ask you to leave, move along. Even if it’s boring – especially if it’s boring — stay in the place you chose for at least 15 minutes. Ask yourself: why do you think this boring? What’s happening during the “boring parts”? Lunch OBSERVATION Discussion In your groups, pick 3 of your most interesting or surprising observations. Pick one person to present your 3 observations. You have 10 minutes. Tell us about them! Each group has 3 minutes. As other people talk, write down: what PEOPLE, ACTIVITIES, or TOOLS would be interesting to explore further? OUR PROJECT FOR TODAY Imagine that you have been asked to explore tourism in Belo Horizonte in order to design a new product or service. Where would you start? Image: Mena Design Research CULTURAL PROBES Encourage imaginative personal reflection through structured, but playful, activities About CULTURAL PROBES Photos: J Deruna/Flickr Making a CULTURA L PROBE ASK PEOPLE TO IMAGINE possibilities, dreams, nightmares CONNECT emotions and memories to places and products INVITE fantasy, humor, whimsy Photo: GCBB/Flickr ACTIVITIES Photography Drawing Mapping Listing Collecting ON THEIR OWN, USING A KIT YOU GIVE THEM CULTURAL PROBE Tasks “Put a red dot on things you dislike and take a photo.” Stickers “Tell us about your dreams as soon as you wake up.” Voice recorder “Write a letter to your future self about your life now.” Postcard “Draw your path to school. Where do you feel safest?” Maps “Cultural Probes” Bill Gaver, Tony Dunne, and Elena Pacenti Camera Postcard Photo: GCBB/Flickr Stickers Photo: J Deruna/Flickr Maps TOOLS FOR CULTURAL PROBES Postcards Stickers Maps Cameras Voice recorders Card decks … et cetera! CULTURAL PROBES HOW-TO 1. Design the probe kit 2.Give it to people 3.Wait for them to return it 4.Interpret for inspiration! PROBES are not DIARIES CULTURAL PROBE EXERCISE In your groups, invent 3 activities for a cultural probe of tourism in Belo Horizonte. – Who is the audience for your probe? You have 15 minutes. CULTURAL PROBE DISCUSSION Each group has 3 minutes to present their ideas, with 3 minutes for group comments. CULTURAL PROBE TIPS Embrace personal interpretations Schedule follow-up interviews to discuss with participants Promise design inspiration, not informational recommendations “Cultural Probes and Uncertainty” Bill Gaver, Andrew Boucher, Sarah Pennington, and Brendan Walker. Photos: Felipe Sarmiento CO-CREATION with participants Diabetes journey map: Gloria Murillo What is CO-CREATION? Generative techniques that allow people to tell stories about their experiences using creative play with objects Activities that involve non-designers in the design process CO-CREATION TOOLKIT Image collection different subjects and styles, some more literally related, some more figurative or poetic Cut-outs of paper, fabric, foam in geometric shapes Scissors and glue Colored markers Stickers from Wayne Chung CO-CREATION PRINCIPLES Prompt discussion about dreams, fears, beliefs Ask people to express thoughts and emotions Support creativity with ambiguous prompts Focus on describing experiences rather than identifying features Don’t reward polish or demand artistic skill ACTIVITIES “Day in the life” Timelines/cycles Autobiographies Spatial maps Mood boards/collages Sticker-placing Model-making CO-CREATION EXERCISE Make a timeline of your Belo Horizonte trip thus far. Then, discuss it with a partner. CO-CREATION EXERCISE Part 1 1. Take a sheet from the big pad and draw a horizontal line across it. This is your journey to BH. 2. Now, take a look at the objects we have given you. Take any of them that seem to represent those steps and start gluing them along the line. You don’t have to use all the shapes – just use what makes sense to you. Use the pens to add any explanations or details that will complete the picture of your journey. Feel free to use the scissors to cut new shapes if you like. You have 10 minutes. CO-CREATION EXERCISE Part 2 1. Ask your partner to explain their journey map to you. You might ask: – What does each shape mean? – Why did you pick that shape? – What did you learn about your journey in making this map? … or anything else. 2. After 5 minutes, it will be your partner’s turn to ask questions. Each person will have 5 minutes to talk. CO-CREATION TIPS Schedule as a group workshop or as part of interviews Using the same people to evaluate prototypes later gives consistency Spatial map of a kitchen activity Froukje Sleesjwik Visser Can be taken literally, for information, or as a source of inspiration. Works well with cultural probes BREAK – 15 MINUTES GAMES and PLAY Urban transportation roleplaying game by Alideh Ghanpour WHAT MAKES A GAME? Defined Constraints + Defined Objectives (Points optional) Homo Ludens Johan Huizinga Man, Play and Games Roger Caillois Rules of Play Katie Salen and Eric Zimmerman GAMES are not GAMIFICATION USING GAMES TO ASK QUESTIONS TACTICS Make a new game Use an existing game Modify a research activity to make it more game-like “Design Games” Donna Spencer PATTERNS What-if Role-playing Buying and selling Matching/grouping Collecting Races … et cetera “Participatory Design: The Third Space in HCI” Michael Muller Technique 1 FREELISTING ASK List all the words you can think of that describe… Take as many photographs as you can of…. Constraints Under __ minutes In teams No points given for words shared with other teams Outcome The most items receives a prize Technique 2 THE MAGIC IF Ask What would your day be like if… How would you respond if… Where would your life improve if… Constraints Reversal of the usual Exaggeration of what exists now Absence of something you expect Presence of something new Technique 3 ROLEPLAY (Bodystorm) Try Act out an activity that relates to your topic, using everyday objects as props. Constraints Under __ minutes In teams How does your body feel? Where do you encounter an obstacle? What causes the obstacle? Consider how you could change the situation to remove it. Outcome Empathize with potential users. Identify appropriate sites for intervention. Generate ideas for new interactions. Technique 4 REFRAMING Ask Make a superhero for the situation. What are his/her special powers? Design the costume. Pitch a TV show about the lives of the people you’re interested in. Is it a comedy? A drama? Give it a name and describe the major characters. Constraints Under __ minutes In teams Outcome Present the stories to the group People vote for the best idea ACTING OUT Part 1 Pick an activity relevant to tourism. Choose people to act out all the roles in the situation. – If there are more people than roles, replay the scene with other people in the same roles. – If you need a prop, make one out of paper or use an available object as a substitute. Choose one person to act as the note-taker. ACTING OUT Part 2 Now, act it out! Move your body as the people in the situation move, and say what you remember them saying. If you feel a problem, obstacle, or moment of joy in the role you are playing, say “FREEZE!” and tell the note-taker about it. Then keep going. If you have time, try to solve the problems that you discovered while acting. You have 15 minutes to play. EXPLORATORY ANALYSIS ASK Where were/are the blind spots in your approach? What would change this situation for the better? What other situations are relevant to this research? Where are the digital tools? Do you care? What other questions do you have now? TOOLS WRITE Thick/rich description of action IDENTIFY recurring problems and responses MAP Cycles of activity Presence/absence FOLLOW linear processes, growth LIST Ecologies of tools METHODS SUMMARY CONTACT WITH NON-DESIGNERS QUESTIONING ASSUMPTIONS PRODUCES DESIGN CONCEPTS DESK RESEARCH NO SOMETIMES NO OBSERVATION NO SOMETIMES NO CULTURAL PROBES YES CO-CREATION GAMES YES SOMETIMES YES SOMETIMES YES SOMETIMES YES SOMETIMES FINAL DISCUSSION Is there anything you’d like to talk more about? Anything that I didn’t mention? Any thoughts you’d like to share? THANKS! More questions and comments? egoodman@ischool.berkeley.edu @egoodman, +egoodman www.confectious.net A complete list of references is at the end of this presentation. The presentation is available (for workshop members only, please) at: www.confectious.net/ixda-sa/exploratorydesign-workshop.pptx PROMPTS PROMPTS AEIOU HANDOUT DESK RESEARCH SOURCES Flickr memes: “Day in the Life”; “What’s in your bag” Forums and blogs Read academic papers from the ACM: portal.acm.org Non-fiction books, of course Textbooks and educational materials Memoirs and oral histories REFERENCES Asking Questions Tricks of the Trade Howard Becker Basics of Qualitative Research Anselm Strauss and Juliet Corbin REFERENCES Observation Ethnography in the field of design. Christina Wasson Participant Observation James P Spradley IDEO Thoughtless Acts Flickr Pool REFERENCES Co-creation Understanding anyone’s social network in 60 minutes Paul Adams Maketools Elizabeth Sanders ID-StudioLab Delft information and many helpful publications “Participatory Design: The Third Space in HCI” Michael Muller REFERENCES Cultural probes “Cultural Probes” Bill Gaver, Tony Dunne, and Elena Pacenti “Cultural Probes and the value of uncertainty.” Bill Gaver, Andy Boucher, Sarah Pennington, and Brendan Walker Flickr Design probes group REFERENCES Games Man, Play and Games Roger Caillois Homo Ludens Johan Huizinga 40 Social Mechanics for Social Games Raph Koster “Participatory Design: The Third Space in HCI” Michael Muller Rules of Play Katie Salen and Eric Zimmerman “Design Games” Donna Spencer