QuickTime och en -dekomprimerare krävs för att kunna se bilden. 1995-1999 User Centered Design Gr. Erhvervs Ph.D. Interaction design Nessie Smart Window Afhandling: Event dreven produktudvikling: Samarbejde og læring Vision 2000 - design of both process and product Eva Brandt Lektor, Ph.D. Center for Design Research eva.brandt@dkds.dk 1999-2004 Space Studiet, Seniorforsker, Design Lab Dynabook Eksperimentkontoret Malmö Högskole Kunst, Kultur og Kommunikation 2004 Lektor i Interaktionsdesign Moving Stories COMIT 1
Our institution: Design school moving into research Udforskende design spil 500 students in Fashion, Product design & Visual communication Mixed faculty with academic and professional background XLAB: Eksperimenterende designforskning DAIM: Design-antropologisk innovationsmodel Acem meditation www.acem.com NLP Business Practitioner To make successful products, designers have to consider not only how the product functions, but also the subjective factors associated with it. These subjective factors are called user experiences. This book argues that designers need systematic methods to be able to study experiences, and that these methods have to enable the empathic understanding of the user (Koskinen, Batterbee, and Mattelmäki (2003): Empatic Design: User experience in product design. p. 7) 2
Empathy = is an imaginative projection into another person s situation...key to empathic design is an understanding of how the user sees, experiences and feels some object, environment or service in the situation in which he or she uses the object (p. 45) The designer s radar of design research methods Imagined users in imagined circumstances Users representations in real circumstances Ethnographic research based on observations and interviews Say-do-make model for experience design Verbal data Brainstorming Edward de Bono s Six Thinking hats Future laboratories Mood-boards Style-boards Scenarios, bodystorming techniques. Second-hand user research with documents and statistics. Designers take active part, video-based observations, intervene... Entering the users worls as a user. Study real users in real circumstances Empatic design (Koskinen et al) Behavioral data Data on emotions and dreams (Koskinen et al, p. 60) 3
Brugerdreven innovation Event dreven produktudvikling/design Design Collaboratoriet Design Lab et Events Events Create continuity between events Events/workshops Events Events/workshops Events/workshops Events/workshops Participatory inquiry - Collaborative design Staging - exploring everyday practice 4
Playing around with reality - Video as design material Evoking, enacting - improvising scenarios QuickTime och en -dekomprimerare krävs för att kunna se bilden. Dialog og intervention User contexts Ethnographic fieldwork Further grounding of knowledge through user created e.g. scenarios Who are the users? Design materials Participatory inquiry and collaborative design Design games to inquire into what is, and explore ideas about what could be. 5
Social dimension Normal breakfast is Coco-pops Functional dimension Mission Style clothing What makes Graham beneficial to others? Attitude Humor Trafic sucks. Booms Spiritual dimension Mental dimension closed means longer drive to work. Be alert with devious suppliers and aware of their motives Runs through all son material. Makes sure all instruments are in tune. Vision Morals Vision Financial vision 6
Excellence by design The LX Workplace Experiment Horgen, T. H., M. L. Joroff, et al. (1999). Excellence by Design, Transforming workplace and work practice, John Wiley and Sons, Inc. Walk-through Work book Spatial and organizational diagnosis -Fotografering -Videofilmning Hvad er der på disse billeder som du godt kan lide? (gul) Hvad kan du ikke lide? (brun) Er der noget som du synes virker farligt eller utrygt? (rød) Hvad ønsker du at forandre eller forbedre? (lilla) Hvad ønsker du at bevare (beholde)? (blåt) Horgen et al.: Excellence by design - arbejdsformer - The LX Workplace 7
A Danish example Drawing the ideal work environment 8
Interactive organisational design game Probes, intervention and games User contexts Ethnographic fieldwork Further grounding of knowledge through user created e.g. scenarios Design materials Participatory inquiry and collaborative design Design games to inquire into what is, and explore ideas about what could be. COMIT project: 1. Iteration: Ethnographic field work:»on the way home«users: Who, how many, how, when and where? How to document the visits - to create a rich material that other people can take part in later in the process? Mobile users 6 visits - 3-6 t - video recording Rickard 23 years Sales rep Single, lives in Malmö city COMIT Ronny 40 years Head hunter Lives with wife and two sons in a suburb Helle 37 years Fashion designer/shop owner Lives with her husband in a suburb 9
COMIT: Pilot Workshop (Sony-Ericsson, Telia, brugere og II) 2. Iteration: Supl. field work + cultural probes How to create a common ground about potential users and the context of use? How to create visions in common about what seems to be interesting within mobile technology? COMIT COMIT Cultural probes COMIT 10
Intervention i det offentlige rum Nordvestspillet Ethnographic Field Methods and their relation to design Blomberg J, Giacomi J, Mosher A, Swenton-Wall P (1993); In D. Schuler and A. Namioka (Eds) Participatory Design: Principles and Practices, Lawrence Erlbaum, London, pp. 123 155. Studerende fra DKDS går i dialog med borgere i Nordvestkvarteret The ethnographer and the designer have a different starting point and objectives with field studies...... and different end results.. Ethnographer/Ethnografen: Is interested in understanding human behviour as it is revealed within various groups/cultures. The designer: Is interested in designing artefacts/objects, which can augment activities within various groups/cultures. The ethnographer: Is typically an ethnography - a written text with descriptions and interpretations of the field work. The designer: A product (material, immaterial or both) 11
What is field work? Observation, (informal) interviews and participation in activities within the group under study. There are no agreement about principles and the choice of methods and techniques. Depends on the situation, objective etc. Ethnographic field work Ethnografisk felt arbejde Studier af menneskelige aktiviteter finder altid sted i de naturlige omgivelser. (natural environments) Menneskelig aktivitet kan aldrig blive adskilt fra dets sociale kontekst - et holistisk perspektiv. (holistic perspective) Forståelsen som udvikles er beskrivende / deskriptiv. (the understanding is descriptive) Adfærd er altid beskrevet fra et deltagende perspektiv (behaviour from members point of view). DELTAGENDE PERSPEKTIV I MODSÆTNING TIL... Forskerens/designerens perspektiv Møderum der kan understøtte brainstorming PC arvet fra Marta. Jeg ved ikke, hvordan man bruger det meste af softwaren. Bord med IBM 286, Xerox skrivemaskine med hukommelse Rum hvor vi kan mødes privat (Blomberg, 1993 side 129) 12
Descriptiv (beskrivende) vs preskriptive (anvisende) The ethnographer describes how people actually behave and acts, not how they ought to behave. ikke dømmende holdning (a not judgemental attitude), personligt engagement (personal engagement), villighed til at være i situationer som er ude af ens kontrol, (a willingness to be in situations that one do not control) bevare en god relation til de mennesker, der observeres. (preserve a good relation to the people under study) iterativ og improviserende tilgang til at skabe nye indsigter Why observe? / Hvorfor observation? Various roles The fly on the wall Fluen på væggen Fordele og ulemper? Participant observer Deltagende observatør Examples of publications that might be interesting How Tangible Mock-Ups Support Design Collaboration. Eva Brandt (2007). ÓSpringer Science + Business Media B.V. 2007. Know Tech Pol (2007) 20:179-192 The Design:Lab as platform in participatory design research Thomas Binder and Eva Brandt. In Binder, Brandt and Gregory (editors), CoDesign, International Journal of CoDesign in Design and the Arts. Volume 4 Number 2, June 2008. ISSN 1571-0882. Pp. 115 129. Formatting Design Dialogues Games and Participation Eva Brandt, Jörn Messeter, and Thomas Binder. In In Binder, Brandt and Gregory (editors), CoDesign, International Journal of CoDesign in Design and the Arts. Volume 4 Number 1, March 2008. Pp. 51 64. Evoking the future: drama and props in user centered design. Brandt, E. and C. Grunnet (2000). Proc. Participatory Design Conference, CPSR. 13