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  Posts in category 'Ethnography'
7 May 2008
Ethnographic study on how young children interact with the web
Parenting 2.0 Consumer Reports WebWatch released the results of an ethnographic study on how children interact with online environments.

The study, “Like Taking Candy from a Baby: How Young Children Interact with Online Environments,” used ethnographic methods and focused on young children, ages 2½ to 8.

For the study, parents in 10 families used video cameras to keep journals, providing insights into the way children use sites such as Club Penguin, Webkinz, Nick Jr., Barbie.com and others. Footage from those journals, which can be viewed at www.youtube.com/cwwkids, illustrates how young children respond to advertising and marketing tactics online.

The digital world offers a wealth of opportunity for young children to play and learn. But even in this small sample of 10 families the study found—too easily, in several circumstances—repeated examples of attempts to manipulate children for the sake of commerce.

The study’s key findings:

  • Even the very young go online.
  • The Internet is a highly commercial medium.
  • Web sites frequently tantalize children, presenting enticing options and even threats that their online creations will become inaccessible unless a purchase is made.
  • Most of the sites observed promote the idea of consumerism.
  • Logos and brand names are ubiquitous.
  • Subtle branding techniques are frequently used.
  • The games observed vary widely in quality, in educational value, and in their developmental match with children’s abilities.

The study’s executive summary (contained within the report download), also contains a range of recommendations for parents, publishers, and policy makers.

The report was written by Warren Buckleitner, Ph.D., an adviser to Consumer Reports WebWatch. Buckleitner is editor of Children’s Technology Review, a periodical covering children’s interactive media. He is also the founder of the Mediatech Foundation, a nonprofit public community technology center based in Flemington, N.J.

Press release
Download report (pdf, 58 pages)

4 May 2008
Recent immigrants driving advanced mobile phone use, both in Europe and in the US
Latino boy on mobile phone Last year, The Economist published an article about ethnographic user research at Swisscom. One of the findings it highlighted was that immigrant workers are the most advanced users of communications technology:

“It is migrants, rather than geeks, who have emerged as the “most aggressive” adopters of new communications tools, says [Swisscom anthropologist Stefana] Broadbent. Dispersed families with strong ties and limited resources have taken to voice-over-internet services, IM and webcams, all of which are cheap or free. They also go online to get news or to download music from home.”

That same trend is also present in the United States, with Latinos depending on their cell phones for more services than other [major] ethnic groups, turning to it for messaging, downloading music, surfing the Web and e-mailing, as reported by the San Francisco Chronicle.

“According to [a Pew Internet & American Life Project survey released last month], on a typical day, Latinos were more likely to use their phone to send or receive a text message, play a mobile game, send or receive e-mail, access the Internet, play music, instant message, or get a map or directions. Fifty-six percent of Latinos said they did at least one of these activities, compared with 50 percent for African Americans and 38 percent for whites.

The numbers are supported by a Forrester Research survey last year that found Latinos were more likely than other users to text, instant or picture message, send e-mail, check the weather, get news or sports updates, research entertainment, check financial accounts and receive stock quotes through their phone.”

Interestingly, “the cell phone in some cases is being used as the primary computer for Latinos, serving up e-mail and the Internet, in the process bridging what has been called the digital divide that still exists for some minority and disadvantaged groups.”

The article mentions many reasons for this: economic (lower mean household income, so less broadband access at home), demographic (family and friends are spread out across the United States and across the border), and cultural (a higher value is placed on staying in touch with family and friends).

But even though these ethnic minorities are advanced users, mobile phone marketing companies consider them as only interested in the cheap offers: “Hendrik Schouten, director of marketing for the Hispanic segment at AT&T, said carriers assumed Latino users wanted the cheapest phones and were more likely to use prepaid plans because of limited budgets.” This now seems to be changing.

3 May 2008
CHI 2008: a selection on mobile banking
CHI 2008 proceedings Here is my selection on mobile banking related papers presented at CHI 2008.

(Papers are linked to their pdf downloads, if available.)

From meiwaku to tokushita!: lessons for digital money design from Japan [abstract]
Authors: Scott Mainwaring (Intel Research), Wendy March (Intel Research) and Bill Maurer (UC Irvine)
Abstract: Based on ethnographically-inspired research in Japan, we report on people’s experiences using digital money payment systems that use Sony’s FeliCa near-field communication smartcard technology. As an example of ubiquitous computing in the here and now, the adoption of digital money is found to be messy and contingent, shot through with cultural and social factors that do not hinder this adoption but rather constitute its specific character. Adoption is strongly tied to Japanese conceptions of the aesthetic and moral virtue of smooth flow and avoidance of commotion, as well as the excitement at winning something for nothing. Implications for design of mobile payment systems stress the need to produce open-ended platforms that can serve as the vehicle for multiple meanings and experiences without foreclosing such possibilities in the name of efficiency.

Human-Currency Interaction: learning from virtual currency use in China [abstract]
Authors: Yang Wang (UC Irvine) and Scott D. Mainwaring (Intel Research)
Abstract: What happens when the domains of HCI design and money intersect? This paper presents analyses from an ethnographic study of virtual currency use in China to discuss implications for game design, and HCI design more broadly. We found that how virtual currency is perceived, obtained, and spent can critically shape gamers’ behavior and experience. Virtual and real currencies can interact in complex ways that promote, extend, and/or interfere with the value and character of game worlds. Bringing money into HCI design heightens existing issues of realness, trust, and fairness, and thus presents new challenges and opportunities for user experience innovation.

UbiPay: conducting everyday payments with Minimum User Involvement [abstract]
Authors: Vili Lehdonvirta (Helsinki Institute for Information Technology), Hayuru Soma (Waseda University), Hitoshi Ito (Waseda University), Hiroaki Kimura (Waseda University) and Tatsuo Nakajima (Waseda University)
Abstract: As services embedded into public spaces become increasingly transparent, one peripheral aspect of use continues to demand explicit user attention: payment. UbiPay is a system that carries out small everyday payments in a way that minimises user involvement by choosing an interaction method based on context information. The aim is to make paying like breathing: something we are only peripherally aware of unless we exert our resources beyond the usual. This has powerful implications for business and design.

3 May 2008
CHI 2008: a selection on social applications
CHI 2008 proceedings Here is my selection on papers related to social applications presented at CHI 2008.

(Papers are linked to their pdf downloads, if available.)

Ambient social tv: drawing people into a shared experience [abstract]
Authors: Gunnar Harboe, Crysta J. Metcalf, Frank Bentley, Joe Tullio, Noel Massey and Guy Romano (Motorola Labs)
Abstract: We examine how ambient displays can augment social television. Social TV 2 is an interactive television solution that incorporates two ambient displays to convey to participants an aggregate view of their friends’ current TV-watching status. Social TV 2 also allows users to see which television shows friends and family are watching and send lightweight messages from within the TV-viewing experience. Through a two-week field study we found the ambient displays to be an integral part of the experience. We present the results of our field study with a discussion of the implications for future social systems in the home.

Results from deploying a participation incentive mechanism within the enterprise [abstract]
Authors: Rosta Farzan (University of Pittsburgh), Joan M. DiMicco (IBM, Cambridge), David R. Millen (IBM, Cambridge), Casey Dugan (IBM, Cambridge), Werner Geyer (IBM, Cambridge) and Elizabeth A. Brownholtz (IBM, Cambridge)
Abstract: Success and sustainability of social networking sites is highly dependent on user participation. To encourage contribution to an opt-in social networking site designed for employees, we have designed and implemented a feature that rewards contribution with points. In our evaluation of the impact of the system, we found that employees are initially motivated to add more content to the site. This paper presents the analysis and design of the point system, the results of our experiment, and our insights regarding future directions derived from our post-experiment user interviews.

Exploring the role of the reader in the activity of blogging [abstract]
Authors: Eric Baumer, Mark Sueyoshi and Bill Tomlinson (UC Irvine)
Abstract: Within the last decade, blogs have become an important element of popular culture, mass media, and the daily lives of countless Internet users. Despite the medium’s interactive nature, most research on blogs focuses on either the blog itself or the blogger, rarely if at all focusing on the reader’s impact. In order to gain a better understanding of the social practice of blogging, we must take into account the role, contributions, and significance of the reader. This paper presents the findings of a qualitative study of blog readers, including common blog reading practices, some of the dimensions along which reading practices vary, relationships between identity presentation and perception, the interpretation of temporality, and the ways in which readers feel that they are a part of the blogs they read. It also describes similarities to, and discrepancies with, previous work, and suggests a number of directions and implications for future work on blogging.

The network in the garden: an empirical analysis of social media in rural life [abstract]
Authors: Eric Gilbert, Karrie Karahalios and Christian Sandvig (University of Illinois at Urbana-Champaign)
Abstract: History repeatedly demonstrates that rural communities have unique technological needs. Yet, we know little about how rural communities use modern technologies, so we lack knowledge on how to design for them. To address this gap, our empirical paper investigates behavioral differences between more than 3,000 rural and urban social media users. Using a dataset collected from a broadly popular social network site, we analyze users’ profiles, 340,000 online friendships and 200,000 interpersonal messages. Using social capital theory, we predict differences between rural and urban users and find strong evidence supporting our hypotheses. Namely, rural people articulate far fewer friends online, and those friends live much closer to home. Our results also indicate that the groups have substantially different gender distributions and use privacy features differently. We conclude by discussing design implications drawn from our findings; most importantly, designers should reconsider the binary friend-or-not model to allow for incremental trust-building.

Healthcare in everyday life: designing healthcare services for daily life [abstract]
Authors: Stinne Aaløkke Ballegaard, Thomas Riisgaard Hansen and Morten Kyng (University of Aarhus)
Abstract: Today the design of most healthcare technology is driven by the considerations of healthcare professionals and technology companies. This has several benefits, but we argue that there is a need for a supplementary design approach on the basis the citizen and his or her everyday life. An approach where the main focus is to develop healthcare technology that fits the routines of daily life and thus allows the citizens to continue with the activities they like and have grown used to — also with an aging body or when managing a chronic condition. Thus, with this approach it is not just a matter of fixing a health condition, more importantly is the matter of sustaining everyday life as a whole. This argument is a result from our work — using participatory design methods — on the development of supportive healthcare technology for elderly people and for diabetic, pregnant women.

International ethnographic observation of social networking sites [abstract]
Authors: Christopher N. Chapman (Microsoft Corporation) and Michal Lahav (Sakson & Taylor Consulting)
Abstract: Current research on social networking largely covers US providers. To investigate broader trends, we examine cross-cultural differences in the usage patterns of social networking services with observation and ethnographic interviews in multiple cultures. This appears to be the first systematic investigation of social networking behavior across multiple cultures. We report here on the first four locations with observation and interviews of 36 respondents, 8-10 in each of the US, France, China, and South Korea. The results show three dimensions of cultural difference for typical social networking behaviors: the users’ goals, typical pattern of self expression, and common interaction behaviors. These differences exemplify a developmental path of interest in social networking and the gradual integration of social networking behavior into more general communications behaviors. Future work in other cultures and with additional methods will evaluate the hypotheses presented here.

3 May 2008
CHI 2008: a selection on sustainability
CHI 2008 proceedings Here is my selection on sustainability related papers presented at CHI 2008.

(Papers are linked to their pdf downloads, if available.)

A bright green perspective on sustainable choices [abstract]
Authors: Allison Woodruff (Intel Research), Jay Hasbrouck (Intel) and Sally Augustin (PlaceCoach, Inc.)
Abstract: We present a qualitative study of 35 United States households whose occupants have made significant accommodations to their homes and behaviors in order to be more environmentally responsible. Our goal is to inform the design of future sustainable technologies through an exploration of existing “green” lifestyles. We describe the motivations, practices, and experiences of the participants. The participants had diverse motivations ranging from caring for the Earth to frugal minimalism, and most participants also evidenced a desire to be unique. Most participants actively and consciously managed their homes and their daily practices to optimize their environmental responsibility. Their efforts to be environmentally responsible typically required significant dedication of time, attention, and other resources. As this level of commitment and desire to be unique may not generalize readily to the broader population, we discuss the importance of interactive technologies that influence surrounding infrastructure and circumstances in order to facilitate environmental responsibility.

Breaking the disposable technology paradigm: opportunities for sustainable interaction design for mobile phones [abstract]
Authors: Elaine M. Huang (RWTH Aachen University, Motorola Labs) and Khai N. Truong (University of Toronto)
Abstract: We present a qualitative study of mobile phone ownership, replacement and disposal practices geared towards identifying design opportunities towards sustainable mobile phone interfaces. Our work investigates how people understand the lifespan of their phones, what factors, such as style, service contracts, and functionality, affect how they attribute value to their phones, and their awareness and actions regarding mobile phone sustainability. Our findings reveal the complexity of the actions and decision-making processes involved in phone ownership and replacement. We use these findings to present open areas for sustainable interaction design and generate seed ideas for designs and services to provoke thought and further exploration towards more sustainable mobile phone interfaces and practices.

Sustainable millennials: attitudes towards sustainability and the material effects of interactive technologies [abstract]
Authors: Kristin Hanks, William Odom, David Roedl and Eli Blevis (Indiana University at Bloomington)
Abstract: This paper describes the design and interprets the results of a survey of 435 undergraduate students concerning the attitudes of this mainly millennial population towards sustainability apropos of the material effects of information technologies. This survey follows from earlier work on notions of Sustainable Interaction Design (SID)—that is the perspective that sustainability can and should be a central focus within HCI. In so doing it advances to some degree the empirical resources needed to scaffold an understanding of the theory and principles of SID. The interpretations offered yield key insights about understanding different notions of what it means to be successful in a material sense to this population and specific design principles for creating interactive designs differently such that more sustainable behaviors are palatable to individuals of varying attitudes.
(See also this interview by Luca Chittaro)

Ecovillages, values, and information technology: balancing sustainability with daily life in 21st century America [abstract]
Authors: Lisa Nathan (University of Washington)
Abstract: This project seeks to provide a rich account of the adaptive process that occurs as individuals with explicit value commitments interact with information technology. Specifically, ethnographic methods are being used to investigate the information technology adaptive process as it unfolds in the daily life of two ecovillages, communities made up of individuals striving to balance their use of technology with a lifestyle that is environmentally, socially, and economically sustainable. Anticipated research outcomes include: (1) an analytic description of information technology adaptive process; (2) a categorization of technological functionalities which support or constrain certain values, (3) an empirical extension of Value Sensitive Design, and (4) an analysis of the negotiation around tensions which emerge as a community’s values influence the use of information technology features and, reciprocally, as information technology features influence a community’s values. Most broadly this work contributes to our larger understanding of how the information technology adaptive process influences the human experience.

28 April 2008
Cell surfing 2008
Buongiorno Buongiorno commissioned a qualitative research in November 2007 to understand mobile internet behaviour of 18-34 year olds in the UK — what role it plays in their lives, key themes shaping their behaviour, and what’s in stall for the future of mobile content.

A deep dive, ethnographic approach was taken including a series of in-home interviews, going out and about with people, diary keeping and a torture test whereby PC browsing was banned for five days in order to assess the true potential of the mobile.

Although, there is a whole website dedicated to the project, I still have no idea what the real research results are. Here is what the press release says:

The main results of a qualitative study commissioned by Buongiorno are:

  • Embracers versus Pragmatists: in the mobile internet scenario, two key attitudes towards mobile phones and browsing were revealed
  • Mobile browsing depends mainly on four reasons: socialising; searching for information or entertainment; continuing actions started on the PC/internet; content downloading (music, video, games)
  • Virtuous, or Vicious? Confidence with technology determines the relationship with the medium and the use of related services
  • The impact of convergence: there is still a long way to go!
27 April 2008
First findings presented of study on kids in digital environments
Digital youth A group of researchers from the University of Southern California and University of California at Berkeley presented their first findings from one of the largest ethnographic studies on kids in digital environments.

Kids’ Informal Learning with Digital Media: An Ethnographic Investigation of Innovative Knowledge Cultures is a three year collaborative project funded by the John D. and Catherine T. MacArthur Foundation. Carried out by researchers at University of Southern California and University of California, Berkeley, the digital youth project explores how kids use digital media in their everyday lives.

The study pictures a new generation that is “self-publishing, programming, and pushing the boundaries of what can be done online”, which provides them “with a sense of competence, autonomy, self-determination and connectedness”.

But - shows the research - they’re not learning how to do this in school.

The full research will be published later this year.

- Read more: news.com | UC Berkeley News
- Talking notes, danah boyd, UC Berkeley

24 April 2008
U² Understanding Users - a workshop in Brussels
U² Design Flanders and Flanders In Shape organise a one-day conference and intensive training on user-centred design in the Flemish Parliament in Brussels on 22 May.

Experientia’s Jan-Christoph Zoels and Mark Vanderbeeken (the author of this blog) are in charge of the afternoon workshop on ethnography.

The event web page explains the importance of empathy in the creation of a successful user experience and stresses the relevance of a user-centred design for small and medium size companies.

The day will start off with a series of presentations:

The afternoon will feature four parallel workshops:

  • Workshop 1: Justin Knecht of the Centre for Design Innovation (Ireland) will provide a practical “DIY” manual to understand users (mainly aimed at SME’s).
     
  • Workshop 2: Jan-Christoph Zoels and Mark Vanderbeeken of Experientia (Italy) will demonstrate the ‘ethnographic research’ as a new innovation method.
     
  • Workshop 3: Jurgen Oskamp and Tim Ruytjens of Achilles Associates (Belgium) will demonstrate the use of ‘personas’.
     
  • Workshop 4: Valerie L’heureux of the Human Interface Group (Belgium) will discuss ‘Design Patterns, a perfect technique for user-centred design’.
     

Patricia Ceysens, Flemish Minister of Economy, Enterprise, Science, Innovation and Foreign Trade, will provide the closing speech.

Programme and registration: www.ucd.be

23 April 2008
Cultures of virtual worlds
Cultures A two-day conference this week will bring together scholars, developers and participants in virtual worlds to discuss the emerging cultures being created from a range of online communities.

Event organizers theorize that virtual worlds can be studied by researchers in the fields of humanities and social sciences.

Cultural anthropologist Mimi Ito, Intel anthropologist Genevieve Bell, UCI informatics professors Paul Dourish and Bonnie Nardi, Intel researcher Maria Bezaitis and UCI anthropologist Tom Boellstorff will lead the discussions.

The event is sponsored by Intel Research and UCI’s Department of Anthropology and Center for Ethnography.

Tom Boellstorff, one of the conference organizers, is the author of Coming of Age in Second Life: An Anthropologist Explores the Virtually Human. His is the first book to take a look at Second Life from a purely anthropological perspective.

- Press release
- Event website

13 April 2008
IT is not about the technology
Tom Austin Fast Company interviews Gartner researcher Tom Austin on why your head of IT should be a cultural anthropologist and why you should think twice before you block YouTube.

“A new species of Information Technologist is emerging from the primordial ooze of Web 2.0 — social scientists and humanists who focus on human behavior more than software code. So says Tom Austin, a researcher with Gartner, Inc., an information technology research and advisory firm. Austin believes that social sciences will become more important to IT Departments than IT itself. As computer systems become ever more automated and transparent, attention will shift to how to use these tools as social lubricants in the workplace. Here he explains why companies should worry less about blocking social networking sites like Facebook and MySpace and more about using social networking to enhance collaboration and productivity.”

Read full story

13 April 2008
Cellphones save the world
Jan Chipchase Daniel Lende wrote a good annotated summary of the New York Times magazine feature of Jan Chipchase, on the “Neuroanthropology” blog.

He thinks the “world is going to see a transformation through the convergence of four factors: people-driven processes, change for the rest of us, human-centered science, and emerging methods”.

Read full story

12 April 2008
Chipchase featured in New York Times Magazine
Jan Chipchase The Chipchase hype has hit the New York Times Magazine.

Nokia’s user anthropologist Jan Chipchase is becoming very popular. Just a day after the Economist, now one of the world’s top newspapers has published a 6,000 word feature on him, in its highly regarded Magazine of all places.

“Chipchase is 38, a rangy native of Britain whose broad forehead and high-slung brows combine to give him the air of someone who is quick to be amazed, which in his line of work is something of an asset. For the last seven years, he has worked for the Finnish cellphone company Nokia as a “human-behavior researcher.” He’s also sometimes referred to as a “user anthropologist.” To an outsider, the job can seem decidedly oblique. His mission, broadly defined, is to peer into the lives of other people, accumulating as much knowledge as possible about human behavior so that he can feed helpful bits of information back to the company — to the squads of designers and technologists and marketing people who may never have set foot in a Vietnamese barbershop but who would appreciate it greatly if that barber someday were to buy a Nokia.”

Jan, congratulations!

Read full story

11 April 2008
The Economist website features Jan Chipchase video
Digital Nomads The Economist asked Nokia’s “user anthropologist” Jan Chipchase to self-document his nomadic life in Tokyo and Seattle, taking pictures and leaving phone messages.

The video is part of The Economist special report on mobility and “digital nomads”.

Watch video

8 April 2008
Icon Magazine on video ethnography (and its ethics)
Video ethnography Architecture and design magazine Icon has published a 4 page article on video ethnography in its latest issue.

“The video ethnographers’ findings are gold dust to their clients and video ethnography has become one of the fashionable research techniques that any forward-looking design company now offers. The technology of closeup, real-time observation, using lightweight digital equipment, plays an increasingly significant role in the design process. If you want to find out about the people who will use a product or service, or to explore the potential for creating new products, call in a video ethnographer to film your subjects where they live or work. […]

Video ethnography is an extremely powerful technique so it is disturbing that, at a time when surveillance cameras watch us around the clock, designers seem largely unconcerned by the ethical problems it raises. The outcome of a video ethnography research project might, of course, be entirely altruistic, yielding an understanding of human needs that can only be a gain. On the other hand, the findings might provide companies with insights into our motivations that could be used to prompt us to buy their products and select their services, without ever knowing how or why we took their bait. If subtle forms of persuasion turn out to be video ethnography’s most usual purpose, then is it a technique that a responsible design community should support?”

The article is quite concerned with the ethical implications of using video ethnography for market research and ends as follows:

“Despite the new rhetoric of empathy and inclusiveness, of involving the user and understanding people’s needs, the person pointing the camera still occupies a position of authority in relation to the subject. This is no less real just because it is concealed beneath a soft blanket of warm feeling. When the research outcome is socially beneficial, as it is in healthcare, few would find any reason to object to the technique. The problem lies in the very 21st-century confusion between understanding people better to help them and understanding them better to manipulate their behaviour as consumers.”

Read full story

6 April 2008
Design for the next billion customers
Next billion Niti Bhan and David Tait, who are specialised on research and strategy for emerging markets, recently collaborated with Experientia on an extensive ethnographic research project in Africa.

Although we cannot disclose the name of the client nor the type of research, Niti and Dave condensed their broader insights in what it means to design for emerging markets in a long article for Core77.

“Recent observations in the field on the BoP consumer’s lifestyle and buyer behavior in Africa led us to conclude that their product choices and decision-making criteria are based on an entirely different set of values than those that influence the design of most consumer products today. A combination of factors such as local culture and history, as well the daily experience of coping with a life of adversity, lead to a different mindset when it comes to purchasing patterns.” […]

“Simply adapting techniques and tools from your existing successful markets won’t do; you must build from scratch and refresh all your assumptions. Starting from a clean slate means designing products and strategies that are relevant, thoughtful and emphasize the values important to your new customer.”

Read full story

We are looking forward to collaborate more with them in the future.

29 February 2008
Ethnographic research in medical device development
Observation Stephen Wilcox describes in Medical Device Link how ethnographic research, when used correctly, can provide hard data for guiding a device company’s business decisions.

The use of ethnographic research has since become much more common in medical device development. However, its relative ubiquity raises an important issue: How can ethnographic research achieve validity? By validity, I mean the degree to which the research findings accurately describe the real-world facts that they purport to describe.

The issue of validity does not always apply to ethnographic research, at least not to all research to which the term ethnographic is applied. Much so-called ethnographic research—perhaps most of it—is designed simply to generate ideas, that is, to stimulate creativity. Inevitably, when members of device-design teams go into the field and see directly how their devices and other devices are used, it generates insight and stimulates new ideas. This is certainly a reasonable and productive purpose for field research.

However, there is another, perhaps more ambitious, purpose to which ethnographic research can be applied—to guide business decisions regarding new product development, e.g., to determine what new devices are needed, what characteristics new devices should have, and so on. What “guiding business decisions” amounts to, of course, is providing information to determine how millions, or tens of millions, or even hundreds of millions of R&D dollars can be most productively spent.

Read full story

27 February 2008
Design meets research
Target research Gain, the AIGA journal of business and design, seems to be awake again (after a long slumbering period). The latest contribution, entitled Design Meets Research, is by Debbie Millman and Mike Bainbridge, both of Sterling Brands, one of the leading brand identity firms in the US. Millman is also the editor of Gain.

Qualitative and quantitative market research often get a bad rap in the graphic design industry—and in the marketing world in general. Those that are vehemently against the practice argue that because consumers are generally uncomfortable with change, any type of research probing something truly innovative or revolutionary will likely scare people. Those that are skeptical will question the nature of behavioral dynamics involved in artificial group settings. Even those that are merely dubious will admit that research can stifle creativity. […]

[However,] there is a group of brand consultants and cultural anthropologists alike that believe now that it is not the actual research itself that is the problem. It is rather about how research is often misused, what type of design concepts and stimulus are tested, and how data is analyzed that is most often at fault. When used correctly, research shouldn’t stifle creativity but rather offer designers stronger inspiration and focus.

The authors then continue with a description of some of the mainstays of modern market research: ethnographic research, focus groups, quantitative eye tracking, and online testing. With each is included the advantages, the challenges and the bottom line.

In the autumn AIGA will also organise its biannual Gain: AIGA Business and Design Conference in New York City.

19 February 2008
Tech’s feminine side
Woman with mobile phone The Boston Globe ponders what happens now that women are wielding increasing influence in a high-tech world that has been largely built and engineered by men, and how that changes the technology itself.

No one would make the argument that megapixels are masculine or that gigabytes have a gender. But as gadgets and websites become an integral part of everyday life, a high-tech world that has been largely built and engineered by men is getting the feminine touch.

Digital cameras, cellphones, and online social networks appear unisex - but social scientists argue that every product is hardwired in subtle ways that reflect the cultural assumptions of its makers.

In a technology world that has been dominated by men, a growing number of companies are realizing that “feminizing” their products - essentially, by putting style and functionality on an equal footing with power and speed - is good for business.

“Women say, ‘Listen, I always have demands on my time - kids or husbands or in-laws or my parents . . . I don’t want technology that requires me to fiddle around with it,”‘ said Genevieve Bell, an anthropologist at Intel Corp. who has over the past decade helped push the company to consider consumers in its engineering choices. “It makes women really interesting bellwethers or benchmarks for usability.”

The article refers to a Nokia entertainment study, entitled ‘A Glimpse of the Next Episode’ (press release | downloads), but has some interesting insights on future user interfaces as well.

Read full story

14 February 2008
User experience session at the LIFT conference
LIFT08 Several blogs report on the user experience session of the recent LIFT conference.

Read what Nicolas Nova, Tom Hume, and Bruno Giussani had to say.

8 February 2008
LIFT videos online
LIFT08 The LIFT conference started on Wednesday and unfortunately I could not attend due to work pressures (our partner Jan-Christoph Zoels is there though). But there is a solution: fifteen presentations can already be viewed online.

Check out Genevieve Bell (Intel), Paul Dourish (UC-Irvine), Bruce Sterling and Younghee Yung (Nokia) to name just a few, or read up on what Bruno Giussani has to say.