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  Posts in category 'User research'
2 September 2009
Experientia helps Helsinki reduce carbon emissions
Low2No Helsinki, Finland — Yesterday, Turin-based company Experientia was announced as part of the winning team for a project in Jätkäsaari, Helsinki, which aims to construct an urban zone with low or no carbon emissions.

Sitra, the Finnish innovation agency, revealed that the winning team of the Low2No development design competition was made up of Arup, Sauerbruch Hutton , Experientia and Galley Eco Capital — selected out of 74 initial entries — for their C_life – City as living factory of ecology project.

Experientia bring their unique perspective as an innovative experience design company to the project. With a focus on people-centred design, and people’s real needs, behaviours and experiences, Experientia provides a balance to the architectural and financial parts of the project, and considers the impact of sustainability on people’s day-to-day lifestyles.

The competition jury stated that the multinational team leveraged a particularly promising consumer/behavioural framework to empower citizens in meeting the goal of sustainability.

Marco Steinberg, director of strategic design at Sitra and chairman of the competition jury said “A well developed holistic proposal, the strategy highlighted two important insights: the creation of a carbon neutral district dovetailed with consumer oriented planning, thus supporting Sitra’s objective of empowering citizens.”

While other team members devised the architectural and financial strategies for the project, Experientia’s responsibility was to address the delicate theme of how to initiate behavioural change to support a sustainable style of living in this completely renewed urban district. Starting with the concept that people, their contexts, social networks, habits and beliefs are crucial tools for creating sustainable change in behaviour, Experientia explored ways to offer people control over their consumption and to see the effects of their actions on the environment.

Using their expertise in designing valuable user experiences, Experientia’s strategies to empower people’s change include: developing engagement and awareness programs, through services aimed at creating social actions based on green values; using technology to assist people in making decisions, such as energy metres and dynamic pricing systems; producing positive reinforcement loops (with incentives and benefits) for people who live, work and visit Jätkäsaari; and using the community as a knowledge network to share best practices.

Over the next 6 years, the Jätkäsaari district will be designed, constructed and opened to people. From there, the sustainable ideals that govern its day-to-day life will act as a model and example for the rest of Helsinki, Finland and the world. Through Experientia, Turin will be a vital part of this journey.

See also this earlier post on Putting People First.

24 August 2009
Steve McCallion on customer experience
Steve McCallion Steve McCallion, the executive creative director at Ziba Design, is a bright man whom I had the pleasure of meeting during a service design event in Brussels in December 2007 — we got along immediately.

As part of his introduction as guest blogger on Fast Company (his blog is called Beyond The Widget), he has been wonderfully accoladed with the statement: “McCallion has been able to bridge the elusive gaps in the design world between spaces and actions, objects and emotions. And somehow, he makes it all look so effortless.”

What I didn’t know is that Steve once worked as an architect for Richard Meier, and we probably bumped into each other in the elevator, as I was working for Charles Gwathmey downstairs.

The four articles he posted are definitely worth checking out:

Does your company support consumer experience innovation?
Companies want to create value by delivering better consumer experiences, but many are not quite sure how to get there. The results have ranged from a proliferation of Apple-like Genius Bars to projects that simply never make it to market. This week, Steve McCallion explores some of the challenges companies face when trying to deliver consumer experience innovation.

Building consumer experience value using the power of metaphors
Metaphors not only transfer associations from a previous experience to a new one, they function as shorthand to help people understand the consumer experience offering and what it means in their lives.

How customers saying “no” can become a consumer experience “yes”
The customer is not always right. And it’s often those moments when the customer resists change that an opportunity to innovate exists.

What promises can your consumer experience make?
Meaningful consumer experiences are based on a relationship between brands and people. By clearly promising something to people that is authentic and relevant, brands can increase the value of their products and services and connect on an emotional level.

24 August 2009
LG launches Islamic Phone
Islamic phones LG Electronics (LG) launched two new handsets exclusively equipped with Islamic features.

“Launching across the region this August, pan-Arab consumers will benefit from a number of special features, including a Qiblah indicator that uses an inbuilt longitude and latitude orientation or city references that, when used in comparison to the magnetic north, indicates the direction of the Qiblah. The two phones also come complete with Adhan and Salah prayer time alarm functions as well as Quran software, the Hijiri calendar and a Zakat calculator. With Ramadan approaching, the features will be a welcomed benefit during the holy month.”

User research was apparently crucial:

“Key to LG’s success in innovation has been its dedication to consumer insights during the planning and design phase. LG made it top priority to better understand customers’ needs when it came to the GD335 and KP500N phones and this has resulted in integrated features that are almost ‘tailor-made’ to meet the needs of every Muslim worldwide.

‘We’ve worked very hard to understand our customers and develop products based on their individual needs and have once again pushed the very limits of innovation with our Islamic feature phones. In an effort to offer a more personalized and upscale experience for our Muslim consumers, we developed and embedded these features in the GD335 and KP500N phone to provide a totally new concept in mobile telecommunications,’ said Mr H.S Paik, President LG Electronics Gulf FZE.”

Read full story

24 August 2009
Automakers bring the future into focus
Out of focus Don Hammonds of the Pittsburgh Post-Gazette reports on the use of market research and ethnographic observations by car manufacturers:

“The tool that most people associate with automotive market research is the focus group but another tool has become more popular recently: ethnography.

With this, market researchers go into people’s homes to see how they live, what they do with leisure time, how they use their vehicles and how they define themselves by what products they use.

Two new cars from Detroit for 2010 were developed partly based on ethnography: the Ford Taurus and Buick LaCrosse.”

Read full story

24 August 2009
Observations on poor people using mobile financial services
CGAP brief CGAP has published a brief entitled “Poor People Using Mobile Financial Services: Observations on Customer Usage and Impact from M-PESA”.

“Despite growing agreement on the potential of technology to expand access to finance, or branchless banking, there is surprisingly little data publicly available about low-income users. This Brief draws on some of the first ethnographic research on M-PESA, one of the earliest success stories in mobile phone-based delivery of financial services. The research offers insights into how poor people use M-PESA, its impact on their lives, and some unexpected consequences.

This Brief presents 10 observations on how poor people use M-PESA and how it has impacted their lives.”

Download brief

(See also this news story on The Guardian)

5 August 2009
A user perspective on mobile banking in Tanzania
Voucher agent in Arusha Gunnar Camner and Emil Sjöblom recently spent three months in Tanzania for their master’s thesis in Media Technology at the Royal Institute of Technology (KTH) in Stockholm, Sweden, to investigate mobile banking services from a user perspective.

In which contexts do alternative uses, e.g. savings, become popular and why?

The final report will be presented during autumn 2009 and made available at the project blog. Meanwhile, they sent a dispatch to the CGAP blog:

“While M-PESA in Tanzania has had a hard time competing with its sibling in Kenya in user uptake, there is one way of sending money via the mobile phone that is very popular in the country. That is by using airtime top-up vouchers. The most common way to do this is to buy an airtime voucher, scratch it in order to get the code and then text the code in an SMS to the person you want to send money to. It is then up to the recipient to go out and sell the code to people who want to buy airtime, or resellers and shops that in turn will sell it to people wanting airtime.”

Read full story

You can also more about the project here or download the whole project outline here (pdf).

30 July 2009
Designing waits that work
Waiting lines The MIT Sloan Management Review has published Donald Norman’s paper ‘Designing Waits That Work‘ (available for $6.50).

It is based on a 2008 paper by Norman, entitled ‘The Psychology of Waiting Lines‘ (which is freely available), but sections have been added on “Variations of basic waiting lines” (including triage, categorization of needs, and self-selection of queues) and “Deliberate Chaos.”

According to Norman, “the original is better in the amount of detail and formal analyses, worse in the rough draft and inelegance of the writing as well as a lack of examples which I added for SMR.”

Here is Norman’s introduction to the 2008 paper:

Waiting is an inescapable part of life, but that doesn’t mean we enjoy it. But if the lines are truly inescapable, what can be done to make them less painful? Although there is a good deal of practical knowledge, usually known within the heads of corporate managers, very little has been published about the topic. One paper provides the classic treatment: David Maister’s The Psychology of Waiting Lines (1985). Maister suggested several principles for increasing the pleasantness of waiting. Although his paper provides an excellent start, it was published in 1985 and there have been considerable advances in our knowledge since then.

In the PDF file, The Psychology of Waiting Lines, I bring the study of waiting lines up to date, following the spirit of Maister’s original publication, but with considerable revision in light of modern findings. I suggest eight design principles, starting with “emotions dominate” and ending with the principle that “the memory of an event is more important than the experience.” Examples of design solutions include double buffering, providing clear conceptual models of the events with continual feedback, providing positive memories and even why one might deliberately induce waits. These principles apply to all services, not just waiting in lines. Details will vary from situation to situation, industry to industry, but the fundamentals are, in truth, the fundamentals of sociable design for waiting lines, for products, and for service.

29 July 2009
Experience sampling on the iPhone
Track your happiness Can the Apple iPhone measure your happiness, asks Jenna Wortham on the New York Times Bits blog.

“Matt Killingsworth, a doctoral candidate in psychology at Harvard University, thinks the phone might at least help researchers gather some data about it. Mr. Killingsworth, a former software developer, has helped create an application called “Track Your Happiness” for the iPhone to collect information to determine which factors are associated with happiness.”

Read full story

29 July 2009
User research at Apple
Apple In a truly excellent article, entitled “You can’t innovate like Apple”, Alain Breillatt also discusses Apple’s approach to user research.

“While I’m sure Jobs says he doesn’t do research, it’s pretty clear that his team goes out to thoroughly study behaviors and interests of those they think will be their early adopters. Call it talking to friends and family; but, honestly, you know that these guys live by immersing themselves in the hip culture of music, video, mobile, and computing.

The point is not to go ask your customers what they want. If you ask that question in the formative stages, then you’re doing it wrong. The point is to go immerse yourself in their environment and ask lots of “why” questions until you have thoroughly explored the ins and outs of their decision making, needs, wants, and problems. At that point, you should be able to break their needs and the opportunities down into a few simple statements of truth.

As Alan Cooper says, how can you help an end user achieve the goal if you don’t know what it is? You have to build a persona or model that accurately describes the objectives of your consumers and the problems they face with the existing solutions. The real benefit, as I saw in my years working at InstallShield and Macrovision, is that unless you put a face and expectations on that consumer, then disagreements about features or product positioning or design come down to who can pull the greatest political will—rather than who has the cleanest interpretation of the consumer’s need.”

Read full story

28 July 2009
Stanford seminars on people, computers and design
Stanford HCI CS547. Human-Computer Interaction Seminar (Seminar on People, Computers, and Design)” is a course of the Stanford HCI Group, coordinated by Terry Winograd, on topics related to human-computer interaction design.

Below is a run-down of the 2008-2009 speakers (all videos are available online):

September 26, 2008 – Tristan Harris , Apture
New models for browsing (video)

October 3, 2008 – David Merrill, MIT Media Lab
Natural Interactions with Digital Content (video)

October 10, 2008 – Karrie Karahalios, Univ. of Illinois, Urbana Champaign
Visualizing Voice (video)

October 17, 2008 – Jesse James Garrett, Adaptive Path
Aurora: Envisioning the Future of the Web (video)

October 24, 2008 – Peter Pirolli, PARC
Information foraging theory (video)

October 31 , 2008 – Justine Cassell, Northwestern University
Building Theories: People’s Interaction with Computers (video)

November 7, 2008 – Merrie Morris, Microsoft Research
SearchTogether and CoSearch: New Tools for Enabling Collaborative Web Search (video)

November 14, 2008 – Gail Wight, Stanford Dept. of Art and Art History
Unreasonable Interactions (video)

November 21, 2008 – Sergi Jordà
Exploring the Synergy between Live Music Performance and Tabletop Tangible Interfaces: the Reactable (video)

December 5, 2008 – Jaroslaw Kapuscinski, Stanford Dept. of Music
Composing with Sounds and Images (video)

January 9, 2009 – Todd Mowry, CMU
Pario: the Next Step Beyond Audio and Video (video)

January 16, 2009 – Hayes Raffle, Nokia Research
Sculpting Behavior – Developing a tangible language for hands-on play and learning (video)

January 23, 2009 – Dan Saffer, Kicker Studio
Tap is the new click (video)

January 30, 2009 – Bobby Fishkin, ReframeIt
Social Annotation, Contextual Collaboration and Online Transparency (video)

February 6, 2009 – Bjoern Hartmann, Stanford HCI Group
Enlightened Trial and Error – Gaining Design Insight Through New Prototyping Tools (video)

February 13, 2009 – Vladlen Koltun, Stanford CS
Computer Graphics as a Telecommunication Medium (video)

February 20, 2009 – Michal Migurski & Tom Carden, Stamen Design
Not Invented Here: Online Mapping Unraveled (video)

February 27, 2009 – Sep Kamvar, Stanford University
We Feel Fine and I Want You To Want Me: Case Studies in Internet Sociology (video)

March 6, 2009 – Jeff Heer, Stanford HCI Group
A Brief History of Data Visualization (video)

March 13, 2009 – Barry Brown, UCSD
Experts at Play (video)

April 3, 2009 – John Lilly and Mike Beltzner, Mozilla Foundation
Firefox, Mozilla & Open Source — Software Design at Scale (video)

April 10, 2009 – Clara Shih, Salesforce.com
Social Enterprise Software Design (video)

April 17, 2009 – Alex Payne, Twitter
The Interaction Design of APIs (video)

April 24, 2009 – Jim Campbell, electronic artist
Far Away Up Close (video)

May 1, 2009 – Gary and Judy Olson, UC Irvine
What Still Matters about Distance? (video)

May 8, 2009 – Dan Siroker, Carrotsticks
How We Used Data to Win the Presidential Election (video)

May 15, 2009 – Scott Snibbe, Snibbe Interactive
Social Immersive Media (video)

May 22, 2009 – Will Wright, Maxis / Electronic Arts
Launching Creative Communities: Lessons from the Spore community experience (video)

May 29, 2009 – Robert Kraut, Carnegie Mellon
Designing Online Communities from Theory (video)

Archived lectures from CS547 can also be downloaded from iTunes.

23 July 2009
TEDGlobal: ‘The democratisation of intimacy’
Stefana Broadbent Anthropologist Stefana Broadbent says that modern communications aren’t expanding our circle of friends but are strengthening our most important relationships, reports Kevin Anderson on The Guardian’s PDA blog.

“Modern communications are not expanding our social circle, but anthropologist Stefana Broadbent says that mobile phones, instant messaging and social networking are actually strengthening our core relationships.

Research has shown that with instant messaging, if there are 100 people on your buddy list, you’ll only chat with at most five people on your list. Eighty per cent of phone calls are to four people. With voice-over-internet service Skype, that number drops, with most people calling only two others.”

Read full story

Read more about the democratisation of intimacy on Broadbent’s UsageWatch blog.

23 July 2009
TEDGlobal updates
TEDGlobal Both the Guardian newspaper’s PDA blog and TED itself are posting regular updates from the current TEDGlobal conference in Oxford, UK.

(TED stands for technology, entertainment and design, and it’s an exclusive conference that brings togethers thinkers and doers from around the world. The TEDGlobal edition is directed by Bruno Guissani.)

Here are some selected highlights:

Manuel Lima
An interaction designer at Nokia, Lima looks at how complex interconnectedness can be understood. He is compelled by the divide between information and knowledge. So he looks at information visualization.

Rebecca Saxe
In her talk at TEDGlobal, cognitive neuroscientist Rebecca Saxe presented her breakthrough discovery of a particular section of the brain that becomes active when we contemplate the workings of other minds.

Aza Raskin
Aza Raskin is the head of user experience for Mozilla Labs (the people who created Firefox), and today he’s giving us a demo of a whole new kind of Internet browser. Instead of asking us to become computer literate, he’s making the browser learn our language.

Stefana Broadbent
Technology anthropologist Stefana Broadbent analyzes how we text, IM and talk.

Jonathan Zittrain
TEDGlobal director Bruno Guissani takes the stage to welcome Jonathan Zittrain who is a lawyer that specializes in technological, and of course, Internet-based law.

Gordon Brown (video)
Speaking to an international conference of technology entrepreneurs, academics and artists at Oxford, Prime Minister Gordon Brown called for the creation of global institutions to deal with the global problems.
>> See also Guardian PDA post

Also check out the Guardian PDA blog post on a new mobile phone search service for Uganda. It talks about the work of Jon Gosier of Appfrica, who has launched a simple project using a corp of mostly volunteers with mobile phones to find out what Ugandans want to know.

21 July 2009
Mobile Internet user experience is miserable: Study
Angry While most people see mobile as the answer to so many problems, research from Nielsen Norman Group sees it as another problem on the list.

“The key finding showed that users are 35 percent less successful completing Web site tasks via their mobile phones than they are on a regular PC. The usability studies leading up to this newfound research was conducted in the U.S. and Britain, where Nielsen Norman Group researchers found that the average success rate for users to complete tasks via mobile was only 59 percent.”

Read full story

(See also this other story on the same study)

18 July 2009
Book: Human-Computer Interaction – Development Process
Human-Computer Interaction Human-Computer Interaction: Development Process
(Series: Human Factors and Ergonomics)
by Andrew Sears and Julie A. Jacko (Editors)
CRC Press, March 2, 2009
Hardcover, 356 pages
AmazonGoogle Books Preview

Hailed on first publication as a compendium of foundational principles and cutting-edge research, The Human-Computer Interaction Handbook has become the gold standard reference in this field. Derived from select chapters of this groundbreaking resource, Human-Computer Interaction: The Development Practice addresses requirements specification, design and development, and testing and evaluation activities. It also covers task analysis, contextual design, personas, scenario-based design, participatory design, and a variety of evaluation techniques including usability testing, inspection-based and model-based evaluation, and survey design.

The book includes contributions from eminent researchers and professionals from around the world who, under the guidance of editors Andrew Sear and Julie Jacko, explore visionary perspectives and developments that fundamentally transform the discipline and its practice.

Table of contents:
User Experience and HCI, Mike Kuniavsky
Requirements Specifications within the Usability Engineering Lifecycle, Deborah J. Mayhew
Task Analysis, Catherine Courage, Janice (Genny) Redish, and Dennis Wixon
Contextual Design, Karen Holtzblatt
An Ethnographic Approach to Design, Jeanette Blomberg, Mark Burrel
Putting Personas to Work: Using Data-Driven Personas to Focus Product Planning, Design and Development, Tamara Adlin and John Pruitt
Prototyping Tools and Techniques, Michel Beaudouin-Lafon and Wendy E. Mackay
Scenario-based Design, Mary Beth Rosson and John M. Carroll
Participatory Design: The Third Space in HCI, Michael J. Muller
Unified User Interface Development: New Challenges and Opportunities, Anthony Savidis and Constantine Stephanidis
HCI and Software Engineering: Designing for User Interface Plasticity, Jöelle Coutaz and Gäelle Calvary
Usability Testing: Current Practice and Future Directions, Joseph S. Dumas and Jean E. Fox
Survey Design and Implementation in HCI, A. Ant Ozok
Inspection-based Evaluation, Gilbert Cockton, Alan Woolrych, and Darryn Lavery
Model-Based Evaluation, David Kieras

Ethnographers at Microsoft: A Review of Human-Computer Interaction: Development Process
Book review by Ronald J. Chenail

Qualitative researchers and those with qualitative inquiry skills are finding tremendous employment opportunities in the world of technology design and development. Because of their abilities to observe and understand the experiences of end users in human-computer interactions, these researchers are helping companies using Contextual Design to create the next generation of products with the users clearly in mind.

In Human-Computer Interaction: Development Process, the new edited book by Andrew Sears and Julie Jacko, the authors describe an array of models and methods incorporating qualitative research concepts and procedures that are being used in technology today and can have great potential tomorrow for qualitative researchers working in fields and settings outside of business and technology.

17 July 2009
Design ethnography: strategy for visual communications
Design ethnography Design ethnography: strategy for visual communications
Leslie MacNeil Weber
2009 Graduate Thesis
University of Washington

Ethnography, a field of anthropological study and a research technique, helps visual communication designers create materials that evoke meaning and inspire action in their audiences. Ethnography enables a designer’s understanding by uncovering cultural contexts and social norms.

This thesis examines the intersection between the fields of ethnography and visual communication design. First, the thesis describes the value of ethnography in developing effective strategies for visual communication design. Second, the thesis describes how designers can most effectively collaborate with ethnographers in all phases of the design process.

14 July 2009
For Uganda’s poor, a cellular connection
Banana query In a country where people don’t have electricity, much less Internet access, the Grameen Foundation partners with Google to relay information through mobile phones. Dara Kerr reports from on the ground for CNet:

“The research for this project began a year and a half ago at the Application Laboratory, AppLab, which was set up in Kampala, Uganda, by the Grameen Foundation. It has done field research, quantitative needs assessments, prototyping, and focus group testing to figure out how to design and structure mobile applications that could deliver the information.

Since most cell phones in Uganda have only voice and SMS capabilities, the technology was built for SMS. A person texts a question to a specific code, which goes to the database built by AppLab, then using Google’s algorithms, keywords are identified and the most suitable answer is sent back to the cell phone. ” [...]

“For the next few months, there is a promotional period and all texts are free, which helps AppLab continue to build its database of queries. When the promotional period ends, MTN and Google have agreed to charge agriculture and health queries at half the cost of a normal SMS message, while all the other services will have the standard rates. Meanwhile, Google will be supporting an on-the-ground assessment to make sure these services are having a beneficial impact for the people of Uganda.”

Read full story

14 July 2009
Playful innovation and simplicity by Philips
Spark In an exploration into how games can add value to the innovation process, Philips Design has created ‘Spark’, a board game that stimulates creativity and innovative thinking.

To play Spark, the players move counters representing different characters around the board, with each space along the way describing a certain situation. By considering the potential outcomes for the particular character and situation, a lot of genuinely creative and even ‘out of the box’ ideas are generated. These are used to enrich insight generation during the workshops. The game has proved so successful that there is talk of developing versions for other regions (at the moment it is targeted specifically at Europe) and also using it in other sectors within Philips.

- Read full story
- Download backgrounder (pdf)

Related info:

  • Video interview with Birgitta ten Napel, Director Market Driven Innovation at Philips Consumer Lifestyle, on how ‘Spark’ adds value to the innovation process
  • Essay by Slava Koslov, Senior Consultant Strategic Futures at Philips Design, on how serious games can generate new ideas and future scenarios

Philips Research meanwhile has created SimplicityLabs as a testing ground for upcoming technologies and applications. It is a place where users can see, evaluate and contribute to new interaction concepts. It allows the company to get user feedback early on, and to improve their applications to suit user needs, well before they hit the market.

(via uselog)

13 July 2009
Nokia’s Younghee Jung on mobile gesture design
Gesture design The Nokia Conversations blog reports:

Designing gestures to help you interact with your device in intuitive ways is a challenge that Nokia is grabbing with both hands and welcoming with a respectful bow. Younghee Jung is one of Nokia’s explorative designers, and she’s keenly leading the design investigation process into what makes a gesture work in real life and what it means to real people from different countries and cultures.

In this video Younghee explains more about what goes into designing gestures for Nokia devices, and conducts some live research on the streets of London, speaking to local people and equipping them with a plastic mono-block phone prop, to find out how they would use gestures for certain tasks.

9 July 2009
Why designers need to focus on focus groups
Focus groups Today, market research is a $19 billion industry and focus groups are one of the most expensive types of market research. The question is, asks Ravi Sawhney, founder and CEO of RKS, in Fast Company, what role should design play in the process?

“Long before our design concepts are tested, consumers are watched and engaged through everything imaginable, all in pursuit of the holy grail of profound market insight. But here’s the problem: What consumers do and what they say they do are very different things. Even what consumers think they do and what they actually do are different. This is where market research is greatly aided by including designers in the research process. Being involved during all stages of research triggers something in designers that would otherwise simply be lost in translation, no matter how it’s communicated.”

Read full story

5 July 2009
Design ethnography and mood maps
William Evans Will Evans, principal, experience design for Twin Technologies, writes in a somewhat rambling post about the value of mood maps to document and map the emotional states of a user so that it can guide the creation and communication of personas to stakeholders while also informing the design process itself.

“It is important to remember that Mood Maps are an intermediate deliverable meant to provide meaningful insight into the creation of Personas, not a final artifact – and you may choose to never show these to key stakeholders, but only include them in the appendix of a findings document after the research phase is done. Another important point is that Mood Maps are best used for larger, more complicated user engagements or scenarios, not small directed tasks – logging into an application would not be an appropriate use of Mood Maps.”

Read full story