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Lecture 3 Collaborative Design UX Prototyping / IID 2015 Spring Class hours : Tuesday 2 pm – 6 pm Lecture room : International Campus Veritas Hall B320 17th March

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Lecture 3

Collaborative Design

UX Prototyping / IID 2015 Spring Class hours : Tuesday 2 pm – 6 pm Lecture room : International Campus Veritas Hall B320 17th March

The Last Week’s Homework

Lecture #3 IID_UX Prototyping 2

Complete Studio Assignments

Finish Video in a time

capsule

Readings And Critiques

(Assign

Presenters for Each Paper)

1 2 3

Pinterest - Set up your

account

- Make the initiall boards

- Upload requited images

Your Blog Post #3 - Title “Digital Memento” - Edit it in the length of 2-3

mins - Share the vimeo(or youtube)

link on your blog

Your Blog Post #4 - Summarize the papers - Add your critiques for each

papers

The Paper List

• Week 03 Reading

– Gaver, W., Dunne, A., & Pacenti, E. (1999). "Cultural Probes," Interactions

6(1), pp21-29.

– Gaver, W., Boucher, A., Pennington, S. and Walker, B., (2004). Cultural

Probes and the value of uncertainty. Interactions, Volume XI.5, pp. 53-56.

Lecture #3 IID_UX Prototyping 3

To Do List for Today

• Seminar

– Core Research Ideas : Bring out some keywords or related technological

trends, backgrounds, and concerns

– Research Questions : What they investigated

– Key theories : Some they referred and some they developed by their own

– Method : How they proved

– Results & Findings : What they learned from the study

Lecture #3 IID_UX Prototyping 4

To Do List for Today

• Present your digital memento

– What did you collect your visual images, and why?

• Pinterest Mood board

– How did you make your own story

• Video in a time capsule

Lecture #3 IID_UX Prototyping 5

To Do List for Today

• Studio

– Write your own system concept statement

– Based on the system concept statement’s elements, such as the goals,

the name of the system, and the system users, design your own cultural

probes research.

– Design a probe package.

– Confirm the studio setting

• Blog

• Pinterest

Lecture #3 IID_UX Prototyping 6

COLLABORATIVE DESIGN : HOW TO COMMUNICATE WITH USERS

Lecture 3.

Lecture #3 IID_UX Prototyping 7

INTRODUCTION

Lecture #3 IID_UX Prototyping 8

Figure 3-2 Observation and interviewing for contextual data collection.

INTRODUCTION:MUTTS Case Study

• MUTTS

– Middleburg University Ticket Transaction Service

• The current business process suffers from numerous drawbacks

– All customers have to go to one location to buy tickets in person.

– MUTTS has partnered with Tickets4ever.com as a national online tickets distribution

platform. However, Tickets4ever.com suffers from low reliability and has a reputation for

poor user experience.

– Current operation of MUTTS involves multiple systems that do not work together very

well.

– The rapid hiring of ticket sellers to meet periodic high demand is hampered by university

and state hiring policies.

Lecture #3 IID_UX Prototyping 9

INTRODUCTION:MUTTS Case Study

• Organizational context of the existing system

– The supervisor of MUTTS wishes to expand revenue-generating activities.

– To leverage their increasing national academic and athletic prominence, the

university is seeking a comprehensive customized solution that includes

integration of tickets for athletic events (currently tickets to athletic events are

managed by an entirely different department).

– By including tickets for athletic events that generate significant revenue,

MUTTS will have access to resources to support their expansion.

– The university is undergoing a strategic initiative for unified branding across

all its departments and activities. The university administration is receptive to

creative design solutions for MUTTS to support this branding effort.

Lecture #3 IID_UX Prototyping 10

THE SYSTEM CONCEPT STATEMENT

• What is it?

– A system concept statement is typically 100 to 150 words in length.

– It is a mission statement for a system to explain the system to outsiders

and to help set focus and scope for system development internally.

– Writing a good system concept statement is not easy.

– The amount of attention given per word is high. A system concept

statement is not just written; it is iterated and refined to make it as clear

and specific as possible.

Lecture #3 IID_UX Prototyping 11

THE SYSTEM CONCEPT STATEMENT

• An effective system concept statement answers at least the following

questions:

– What is the system name?

– Who are the system users?

– What will the system do?

– What problem(s) will the system solve? (You need to be broad here to

include business objectives.)

– What is the design vision and what are the emotional impact goals? In

other words, what experience will the system provide to the user? This

factor is especially important if the system is a commercial product.

Lecture #3 IID_UX Prototyping 12

THE SYSTEM CONCEPT STATEMENT

• Example: System Concept Statement for the Ticket Kiosk System

Lecture #3 IID_UX Prototyping 13

The Ticket Kiosk System will replace the old ticket retail system, the Middleburg University Ticket Transaction Service, by providing 24-hour-a-day distributed kiosk service to the general public. This service includes access to comprehensive event information and the capability to rapidly purchase tickets for local events such as concerts, movies, and the performing arts. The new system includes a significant expansion of scope to include ticket distribution for the entire MU athletic program. Transportation tickets will also be available, along with directions and parking information for specific venues. Compared to conventional ticket outlets, the Ticket Kiosk System will reduce waiting time and offer far more extensive information about events. A focus on innovative design will enhance the MU public profile while Fostering the spirit of being part of the MU community and offering the customer a Beaming interaction experience. (139 words)

CONTEXTUAL INQUIRY : ELICITING WORK ACTIVITY DATA

The UX Book Chapter 3

Lecture #3 IID_UX Prototyping 14

INTRODUCTION

Lecture #3 IID_UX Prototyping 15

Figure 3-1 You are here; in the contextual inquiry chapter, within understanding user work and needs in the context of the overall Wheel lifecycle template.

INTRODUCTION

• Work

– Work is the set of activities that people undertake to accomplish goals. Some of these activities

involve system or product usage. This concept includes play, if play, rather than work per se, is

the goal of the user.

• Work Domain

– The entire context of work and work practice in the target enterprise or other target usage

environment.

• Work Practice

– Work practice is the pattern of established actions, approaches, routines, conventions, and

procedures followed and observed in the customary performance of a particular job to carry

out the operations of an enterprise. Work practice often involves learned skills, decision

making, and physical actions and can be based on tradition, ritualized and habituated.

Lecture #3 IID_UX Prototyping 16

INTRODUCTION

• Work Activity

– A work activity is comprised of sensory, cognitive, and physical actions made

by users in the course of carrying out the work practice.

• Contextual Inquiry

– Contextual inquiry is an early system or product UX lifecycle activity to gather

detailed descriptions of customer or user work practice for the purpose of

understanding work activities and underlying rationale. The goal of contextual

inquiry is to improve work practice and construct and/or improve system

designs to support it. Contextual inquiry includes both interviews of customers

and users and observations of work practice occurring in its real-world

context.

Lecture #3 IID_UX Prototyping 17

INTRODUCTION

• Understanding Other People’s Work Practice

– This chapter is where you collect data about the work domain and user’s work

activities. This is not about “requirements” in the traditional sense but is

about the difficult task of understanding user’s work in context and

understanding what it would take in a system design to support and improve

the user’s work practice and work effectiveness.

– Why not just gather requirements from multiple users and build a design

solution to fit them all? You want an integrated design that fits into the “fabric”

of your customer’s operations, not just “point solutions” to specific problems

of individual users. This can only be achieved by a design driven by contextual

data, not just opinions or negotiation of a list of features.

Lecture #3 IID_UX Prototyping 18

INTRODUCTION

• Observing and Interviewing in Situ: What They Say vs. What They Do

– Observing users and asking users to talk about their work activities as

they are doing them in their own work context get them to speak from

what they are doing, accessing domain knowledge situated “in the world”

– Contextual inquiry in human–computer interaction (HCI) derives from

ethnography, a branch of anthropology that focuses on the study and

systematic description of various human cultures.

Lecture #3 IID_UX Prototyping 19

INTRODUCTION

Lecture #3 IID_UX Prototyping 20

Figure 3-2 Observation and interviewing for contextual data collection.

INTRODUCTION:MUTTS Case Study

• MUTTS

– Middleburg University Ticket Transaction Service

• The current business process suffers from numerous drawbacks

– All customers have to go to one location to buy tickets in person.

– MUTTS has partnered with Tickets4ever.com as a national online tickets distribution

platform. However, Tickets4ever.com suffers from low reliability and has a reputation for

poor user experience.

– Current operation of MUTTS involves multiple systems that do not work together very

well.

– The rapid hiring of ticket sellers to meet periodic high demand is hampered by university

and state hiring policies.

Lecture #3 IID_UX Prototyping 21

INTRODUCTION:MUTTS Case Study

• Organizational context of the existing system

– The supervisor of MUTTS wishes to expand revenue-generating activities.

– To leverage their increasing national academic and athletic prominence, the

university is seeking a comprehensive customized solution that includes

integration of tickets for athletic events (currently tickets to athletic events are

managed by an entirely different department).

– By including tickets for athletic events that generate significant revenue,

MUTTS will have access to resources to support their expansion.

– The university is undergoing a strategic initiative for unified branding across

all its departments and activities. The university administration is receptive to

creative design solutions for MUTTS to support this branding effort.

Lecture #3 IID_UX Prototyping 22

THE SYSTEM CONCEPT STATEMENT

• What is it?

– A system concept statement is typically 100 to 150 words in length.

– It is a mission statement for a system to explain the system to outsiders

and to help set focus and scope for system development internally.

– Writing a good system concept statement is not easy.

– The amount of attention given per word is high. A system concept

statement is not just written; it is iterated and refined to make it as clear

and specific as possible.

Lecture #3 IID_UX Prototyping 23

THE SYSTEM CONCEPT STATEMENT

• An effective system concept statement answers at least the following

questions:

– What is the system name?

– Who are the system users?

– What will the system do?

– What problem(s) will the system solve? (You need to be broad here to

include business objectives.)

– What is the design vision and what are the emotional impact goals? In

other words, what experience will the system provide to the user? This

factor is especially important if the system is a commercial product.

Lecture #3 IID_UX Prototyping 24

THE SYSTEM CONCEPT STATEMENT

• Example: System Concept Statement for the Ticket Kiosk System

Lecture #3 IID_UX Prototyping 25

The Ticket Kiosk System will replace the old ticket retail system, the Middleburg University Ticket Transaction Service, by providing 24-hour-a-day distributed kiosk service to the general public. This service includes access to comprehensive event information and the capability to rapidly purchase tickets for local events such as concerts, movies, and the performing arts. The new system includes a significant expansion of scope to include ticket distribution for the entire MU athletic program. Transportation tickets will also be available, along with directions and parking information for specific venues. Compared to conventional ticket outlets, the Ticket Kiosk System will reduce waiting time and offer far more extensive information about events. A focus on innovative design will enhance the MU public profile while Fostering the spirit of being part of the MU community and offering the customer a Beaming interaction experience. (139 words)

USER WORK ACTIVITY DATA GATHERING

• To do your user work activity data gathering you will:

– prepare and conduct field visits to the customer/user work environment,

where the system being designed will be used

– observe and interview users while they work

– inquire into the structure of the users’ own work practice

– learn about how people do the work your system is to be designed to

support

– take copious, detailed notes, raw user work activity data, on the

observations and interviews

Lecture #3 IID_UX Prototyping 26

USER WORK ACTIVITY DATA GATHERING

• Before the Visit: Preparation for the Domain-Complex System

Perspective

– Learn about your customer organization before the visit

– Learn about the domain

– Issues about your team

– Lining up the right customer and user people

– Get access to “key” people

Lecture #3 IID_UX Prototyping 27

USER WORK ACTIVITY DATA GATHERING

• Before the Visit: Preparation for the Domain-Complex System

Perspective

– What if you cannot find real users?

– Setting up the right conditions

– How many interviewees at a time?

– Preparing your initial questions

– Before the visit: Preparation for the product perspective

– Anticipating modeling needs in contextual inquiry: Create contextual data

“bins”

Lecture #3 IID_UX Prototyping 28

USER WORK ACTIVITY DATA GATHERING

• During the Visit: Collecting User Work Activity Data in the Domain-

Complex System Perspective

– When you first arrive

– Remember the goal

– Establish trust and rapport

– Form partnerships with users

– Task data from observation and interview

– Recording video

– Note taking

– Use a numbering system to identify each point in data

Lecture #3 IID_UX Prototyping 29

USER WORK ACTIVITY DATA GATHERING

• During the Visit: Collecting User Work Activity Data in the Domain-

Complex System Perspective

– How to proceed

• Be a listener; in most cases you should not offer your opinions about what users

might need.

• Do not lead the user or introduce your own perspectives.

• Do not expect every user to have the same view of the work domain and the work;

ask questions about the differences and find ways to combine to get the “truth.”

• Capture the details as they occur; do not wait and try to remember it later.

• Be an effective data ferret or detective. Follow leads and discover, extract, “tease

out” and collect “clues.” Be ready to adapt, modify, explore, and branch out.

Lecture #3 IID_UX Prototyping 30

USER WORK ACTIVITY DATA GATHERING

• During the Visit: Collecting User Work Activity Data in the Domain-

Complex System Perspective

– Pay attention to information needs of users

– What about design ideas that crop up?

– What about analyst and designer ideas that crop up?

– Questions not to ask

• Do not ask about the future.

• Do not ask for design advice, how they would design a given feature.

• Do not ask a question by trying to state what you think is their rationale.

Lecture #3 IID_UX Prototyping 31

USER WORK ACTIVITY DATA GATHERING

• During the Visit: Collecting User Work Activity Data in the Domain-Complex System

Perspective

– Collect work artifacts

– Other forms of data collection

• Copious digital pictures of the physical environment, devices, people at work, and

anything else to convey work activities and context visually. Respect the privacy of the

people and ask for permission when appropriate.

• On-the-fly diagrams of workflow, roles, and relationships; have people there check them

for agreement.

• On-the-fly sketches of the physical layout, floor plans (not necessary to be to scale),

locations of people, furniture, equipment, communications connections, etc.

• Quantitative data—for example, how many people do this job, how long do they typically

work before getting a break, or how many widgets per hour do they assemble on the

average?

Lecture #3 IID_UX Prototyping 32

USER WORK ACTIVITY DATA GATHERING

Lecture #3 IID_UX Prototyping 33

Figure 3-3 Examples of work artifacts gathered from a local restaurant.

DATA-DRIVEN VS. MODEL-DRIVEN INQUIRY

• Data-Driven Inquiry

– Data-driven inquiry is led entirely by the work activity data as it presents itself,

forestalling any influence from the analyst’s own knowledge, experience, or

expectations. The idea is to avoid biases in data collection.

• Model-Driven Inquiry

– In model-driven inquiry, contextual data gathering is informed by knowledge

and expectations from experience, intelligent conjecture, and knowledge of

similar systems and situations. The idea is to be more efficient by using what

you know, but it comes at the risk of missing data due to biases.

Lecture #3 IID_UX Prototyping 34

HISTORY

• Roots in Activity Theory

– Scandinavian work activity theory (Bjerknes, Ehn, & Kyng, 1987; Boker, 1991; Ehn, 1988)

– the impact of computer-based systems on human labor and democracy within the

organizations of the affected workers.

• Roots in Ethnography

– anthropology (LeCompte & Preissle, 1993)

– The goal is to study and document details of their daily lives and existence.

• Getting Contextual Studies into HCI

– The foundations for contextual design in HCI were laid by researchers at Digital Equipment

Corporation (Whiteside & Wixon, 1987; Wixon, 1995; Wixon, Holtzblatt, & Knox, 1990).

• Connections to Participatory Design

– participatory design and collaborative analysis of requirements and design developed by

Muller and associates (1993a, 1993b) and collaborative users’ task analysis (Lafrenie`re 1996).

Lecture #3 IID_UX Prototyping 35

CONTEXTUAL ANALYSIS : CONSOLIDATING AND INTERPRETING WORK ACTIVITY DATA

The UX Book Chapter 4

Lecture #3 IID_UX Prototyping 36

INTRODUCTION

Lecture #3 IID_UX Prototyping 37

Figure 4-1 You are here; in the contextual analysis chapter, within understanding user work and needs in the context of the Wheel lifecycle template.

INTRODUCTION

• Contextual Analysis

– Contextual analysis is the systematic analysis—identification, sorting,

organization, interpretation, consolidation, and communication—of the

contextual user work activity data gathered in contextual inquiry, for the

purpose of understanding the work context for a new system to be designed.

• Flow Model

– A flow model is a diagram giving the big picture or overview of work,

emphasizing communication and information flow among work roles and

between work roles and system components within the work practice of an

organization.

Lecture #3 IID_UX Prototyping 38

INTRODUCTION

• Work Activity Note

– A work activity note is used to document a single point about a single concept,

topic, or issue as synthesized from the raw contextual data. Work activity

notes are stated as simple and succinct declarative points in the user’s

perspective.

• Affinity Diagram

– An affinity diagramming is a hierarchical technique for organizing and

grouping the issues and insights across large quantities of qualitative data and

showing it in a visual display, usually posted on one or more walls of a room.

Lecture #3 IID_UX Prototyping 39

INTRODUCTION

• Work Activity

– Affinity Diagram A work activity affinity diagram (WAAD) is an affinity diagram

used to sort and organize work activity notes in contextual analysis, pulling

together work activity notes with similarities and common themes to highlight

common work patterns and shared strategies across all users.

• Work Role

– A work role is defined and distinguished by a corresponding job title or work

assignment representing a set of work responsibilities. A work role usually

involves system usage, but some work roles can be external to the

organization being studied.

Lecture #3 IID_UX Prototyping 40

INTRODUCTION

• Contextual Analysis Is Data Interpretation

– Interpretation of raw work activity data is accomplished through:

• building a flow model and

• synthesizing work activity notes

– Data consolidation and communication are accomplished by, respectively:

• building a work activity affinity diagram (WAAD) from the work activity notes

• walkthroughs of all these work products

Lecture #3 IID_UX Prototyping 41

INTRODUCTION

Lecture #3 IID_UX Prototyping 42

Figure 4-2 Data interpretation in contextual analysis.

ORGANIZING CONCEPTS: WORK ROLES AND FLOW MODEL

• Managing Complexity with Work Roles and Flow Models

– We need two things to help control the complexity and wrap our heads around

the problem:

• a big picture of the work domain, its components, and how information flows

among them

• a way to divide the big picture into manageable pieces

– Because these two things are somewhat in opposition and cannot be done by

one single means, we need two complementary concepts to solve the two

parts of the problem, respectively:

• a flow model to provide the big picture

• the concept of work roles as a basis to divide and conquer

Lecture #3 IID_UX Prototyping 43

ORGANIZING CONCEPTS: WORK ROLES AND FLOW MODEL

• Identify Work Roles as Early as Possible

– a work role is a “collection of responsibilities that accomplish a coherent part of the

work.” The work activities of the enterprise are carried out by individual people who act

in the work roles, performing tasks to carry out the associated responsibilities.

– Example: Initial Work Role Identification in MUTTS

• The two obvious work roles in MUTTS are the ticket seller and ticket buyer.

• The event manager interacts with external event sponsors and venue managers to book

events for which they sell tickets.

• The financial manager is responsible for accounting and credit card issues.

• The advertising manager interacts with outside sponsors to arrange for advertising, for

example, ads printed on the back of tickets, posted on bulletin boards, and on the

Website.

Lecture #3 IID_UX Prototyping 44

ORGANIZING CONCEPTS: WORK ROLES AND FLOW MODEL

• Start Sketching an Initial Flow Model as Early as Possible

– A flow model is your picture of the work domain, its components and

interconnections among them, and how things get done in that domain.

– A flow model captures workflow relationships among key work roles.

– A flow model tells who does what and how different entities

communicate to get work done.

Lecture #3 IID_UX Prototyping 45

ORGANIZING CONCEPTS: WORK ROLES AND FLOW MODEL

Lecture #3 IID_UX Prototyping 46

Figure 4-3 An initial flow model sketch of the MUTTS system.

CREATING AND MANAGING WORK ACTIVITY NOTES

• The main point of contextual analysis has two basic parts:

– Converting raw contextual data into work activity notes

– Converting work activity notes into a work activity affinity diagram

• Transcribing Interview and Observation Recordings

• Reviewing Raw User Work Activity Data

Lecture #3 IID_UX Prototyping 47

CREATING AND MANAGING WORK ACTIVITY NOTES

• Synthesizing Work Activity Notes

– As you create each new work activity note, tag it with a source ID, a unique identifier of

the person being observed and/or interviewed when the note was written.

– Paraphrase and synthesize instead of quoting raw data text verbatim.

– Make each work activity note a simple declarative point instead of quoting an

interviewer’s question plus the user’s answer.

– Filter out all noise and fluff; make each note compact and concise, easily read and

understood at a glance.

– Be brief: Keep a note to one to three succinct sentences.

– Each note should contain just one concept, idea, or fact, with possibly one rationale

statement for it. Break a long work activity note into shorter work activity notes.

Lecture #3 IID_UX Prototyping 48

CREATING AND MANAGING WORK ACTIVITY NOTES

• Synthesizing Work Activity Notes

– Make each note complete and self-standing.

– Never use an indefinite pronoun, such as “this,” “it,” “they,” or “them”

unless its referent has already been identified in the same note.

– State the work role that a person represents rather than using “he” or

“she.”

– Add words to disambiguate and explain references to pronouns or other

context dependencies.

– Avoid repetition of the same information in multiple places.

Lecture #3 IID_UX Prototyping 49

CREATING AND MANAGING WORK ACTIVITY NOTES

• Extending the Anticipated Data Bins to Accommodate Your Work Activity

Note Categories

– Examples of typical data categories you might encounter in your raw data are:

• User and user class information

• Social aspects of work practice (how people interact with and influence each other)

• Emotional impact and long-term phenomenological aspects

• Task-specific information

• Physical work environment

• Design inspiration ideas

• Printing Work Activity Notes

Lecture #3 IID_UX Prototyping 50

CONSTRUCTING YOUR WORK ACTIVITY AFFINITY DIAGRAM (WAAD)

• What You Need to Get Started

– Here is how you should prepare the room:

• Tape up a large “belt” of butcher paper or similar around the walls of the room

(Curtis et al., 1999) as a working space for posting work activity notes.

• We have found that blue “painter’s tape” holds well but releases later without

pulling off paint.

• Set Rules of the Game

• Avoid Inappropriate Mind-Sets in Dealing with Work Activity Notes

– Sit on your designer and implementer instincts.

– Do not make sweeping decisions involving technology solutions.

Lecture #3 IID_UX Prototyping 51

CONSTRUCTING YOUR WORK ACTIVITY AFFINITY DIAGRAM (WAAD)

• Growing Clusters

• Compartmentalizing Clusters by Work Roles

• Topical Labels for Clusters

• Work Activity Note Groups

• Speeding It Up

• Stay Loose

• Do Not Get Invested in Data Ownership

Lecture #3 IID_UX Prototyping 52

CONSTRUCTING YOUR WORK ACTIVITY AFFINITY DIAGRAM (WAAD)

• Monitoring Note Groups

• Label Colors

• Labeling Groups

• Grouping Groups

• Number of Levels

• Representing Hierarchical and Nonhierarchical Relationships

• Walkthrough of the WAAD: Consolidation and Communication

Lecture #3 IID_UX Prototyping 53

CONSTRUCTING YOUR WORK ACTIVITY AFFINITY DIAGRAM (WAAD)

Lecture #3 IID_UX Prototyping 54

Figure 4-7 Team studying clusters to form groups.

CONSTRUCTING YOUR WORK ACTIVITY AFFINITY DIAGRAM (WAAD)

Lecture #3 IID_UX Prototyping 55

Figure 4-8 Second-level labels for groups of groups shown in pink.

CONSTRUCTING YOUR WORK ACTIVITY AFFINITY DIAGRAM (WAAD)

Lecture #3 IID_UX Prototyping 56

Figure 4-9 Building a WAAD on a large touchscreen.

CONSTRUCTING YOUR WORK ACTIVITY AFFINITY DIAGRAM (WAAD)

Lecture #3 IID_UX Prototyping 57

Figure 4-10 The WAAD that we built for the MUTTS example.

ABRIDGED CONTEXTUAL ANALYSIS PROCESS

Lecture #3 IID_UX Prototyping 58

Figure 4-11 A close-up of the MUTTS WAAD.

ABRIDGED CONTEXTUAL ANALYSIS PROCESS

• Plan Ahead during Contextual Inquiry by Capturing One Idea per Note

• Focus on the Essence of WAAD Building

• Use Finer-Grained Iteration to Address Pressure for Early Deliverables

Lecture #3 IID_UX Prototyping 59

Figure 4-12 Coarse-grained iteration of contextual inquiry, contextual analysis, requirements, and design.

HISTORY OF AFFINITY DIAGRAMS

– “This process exposes and makes concrete common issues, distinctions, work

patterns, and needs without losing individual variation.” (Wood, 2007)

– The original conception of affinity diagrams is attributed to Jiro Kawakita (1982)

in the 1960s.

Lecture #3 IID_UX Prototyping 60

Figure 4-13 Finer-grained iteration among contextual inquiry, contextual analysis, requirements, and design.

TALES OF THINGS IoT Case Study 01

Lecture #3 IID_UX Prototyping 61

Tales of Things : Web

Lecture #3 IID_UX Prototyping 62

Tales of Things : Mobile

Lecture #3 IID_UX Prototyping 63

Related Links

• App Site

– http://talesofthings.com/

• Book

– http://themobilestory.com/ch-19-tales-of-things/

• Conference

– http://dh2011abstracts.stanford.edu/xtf/view?docId=tei%2Fab-

158.xml%3Bquery%3D%3Bbrand%3Ddefault

• News

– http://bookleteer.com/blog/2010/08/tales-of-things/

Lecture #3 IID_UX Prototyping 64

IOT BY WEATHER DATA IoT Case Study 02

Lecture #3 IID_UX Prototyping 65

Indoor Weather Data (Gaver, 2013)

Lecture #3 IID_UX Prototyping 66

http://youtu.be/6APis5LkzCE

Indoor Weather Station Idea

• Abstract

In this project, we investigated how a ludic approach might open new possibilities for environmental HCI by designing three related devices that encourage environmental awareness while eschewing utilitarian or persuasive agendas. In addition, we extended our methodological approach by batch-producing multiple copies of each device and deploying them to 20 households for several months, gathering a range of accounts about how people engaged and used them. The devices, collectively called the 'Indoor Weather Stations', reveal the home's microclimate by highlighting small gusts of wind, the colour of ambient light, and temperature differentials within the home. We found that participants initially tended to relate to the devices in line with two 'orienting narratives' of environmental tools or ludic designs, finding the devices disappointing from either perspective. Most of our participants showed lingering affection for the devices, however, for a variety of reasons. We discuss the implications of this 'sporadic interaction', and the more general lessons from the project, both for environmental HCI and ludic design.

http://goo.gl/vLfxGY

Lecture #3 IID_UX Prototyping 67

Linking Data to Lighting

Lecture #3 IID_UX Prototyping 68

http://www.casa.ucl.ac.uk/weather/colours.html

Netatmo Weather Station

Lecture #3 IID_UX Prototyping 69

Weather Station by Netatmo

Lecture #3 IID_UX Prototyping 70

http://goo.gl/rV4xfY

Related Links

• App Site

– https://ifttt.com/

• CEDE Project

– http://projectcede.org/

• More Readings

– http://www.digitalurban.org/2014/02/iftt-netatmo-philips-hue-linking-data-

to-lighting.html

Lecture #3 IID_UX Prototyping 71

Next Week Reading List

• Download From YSCEC > User Experience Prototyping > Books & Papers >

Week 04 Reading

– James Auger (2013) Speculative design: crafting the speculation, Digital

Creativity, 24:1, 11-35

– Ralph Barthel, et. al.(2013) An internet of old things as an augmented memory

system, Pers Ubiquit Comput 17:321–333.

– William W. Gaver, et. al. (2013) Indoor Weather Stations: Investigating a Ludic

Approach to Environmental HCI Through Batch Prototyping, Proceedings of

CHI 2013, April 27–May 2, 2013, Paris, France.

Lecture #3 IID_UX Prototyping 72

Homework

Lecture #3 IID_UX Prototyping 73

Write your initial system concept

statement

Design Cultural Probe Packages

Readings And Critiques

(Assign

Presenters for Each Paper)

1 2 3

Your Blog Post #5 - The System Concept

Statement

Your Blog Post #6 - Cultural Probe Ideas

- The Cultural Probe Page Design

Your Blog Post #7 - Summarize the papers - Add your critiques for each

papers

Submission Due : 11: 59 pm Sun. 22nd March