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Posts in category 'User research'

5 March 2012

Life 2.0 supporting elderly people’s independent life

life-2-0-logo-cm-ver_2

The Life 2.0 project is a EU funded project that aims at supporting elderly people’s independent life through a platform of geographical positioning and social networking services.

The project, which involves 13 core partners in 5 European member states, started in November 2010 and is now starting a pilot phase in which such applications will be tested in 4 pilot locations in Denmark, Italy, Spain and Finland.

The project is also involving elderly people in training centers (such as Kastanjegaarden in Aalborg, Denmark) community centers (such as Agora in Barcelona) and local libraries (as in Joensuu, Finland and Milano, Italy).

On his blog Nicola Morelli extracted a synthesis of the first results of the ethnographic analysis, the scenarios and the use cases.

The full deliverables and more information about the project are available at www.life2project.eu.

3 March 2012

Do m-health tools really work? Testing the impact of mobile technology on maternal and child healthcare

Mobile Pics 2-41

MobileActive has posted an in-depth new case study that focuses on evaluating mobile health interventions.

Written by Kate Otto, the case study looks at testing the efficacy of using mobile phones in health care in Ethiopia. A team of researchers from The World Bank and Addis Ababa University developed a mobile tool that enables rural community health workers to improve antenatal care and delivery services, improve vaccination coverage, and facilitate emergency referrals. The team is taking the evaluation process beyond the usual survey method and are instead rigorously testing the mobile phone effects through more rigorous research.

The researchers randomly selected three Ethiopian districts and applied the tool in three ways:

  • Treatment 1: All Health Extension Workers (HEW) received mobile phones equipped to perform the three use cases (improving antenal care/delivery, vaccination coverage, and emergency referrals).
  • Treatment 2: All HEWs and two Volunteer Community Health Workers (VCHW) within each district received mobile phones; HEW phones are software-equipped for the three use cases, while VCHWs received dumbphones intended to make missed calls only.
  • Control: No mobile phones distributed.

The test is on-going, but the results will be applicable to organizations that are considering deploying mobile tools into their work. The research is not looking at developing a scalable mobile tool, but is rather examining how mobile tools are used and how they compare to existing methods

Read case study

1 March 2012

German divide between “digital natives” and “digital immigrants” is vast

germanycomputer

The divide between “digital natives” and “digital immigrants” is vast, and a new study of Internet use in the land of Gutenberg finds that twice the number previously believed barely go online at all.

“According to the study, so-called “Digital Natives” – mainly the young – feel safe on the Internet and assume responsibility for their personal data. “I surf, therefore I am,” is the way [Matthias] Kammer [director of DIVSI, the German Institute for Trust and Safety on the Internet that published the study] describes the approach of Digital Natives, paraphrasing French philosopher René Descartes’s famous line “I think, therefore I am.”

By contrast, those dubbed “Digital Immigrants” who regularly — but mostly unwillingly — use the Internet, feel strongly that it puts them at risk, and that politicians should come up with strict new data protection regulations.

And then there are the “Digital Outsiders,” who are so fearful of losing control over their personal data that they don’t go online at all. Fears, as Kammer jokingly explained, include “deleting the Internet” if they make an inadvertent wrong move.”

- Read article (English translation of Die Welt article)
- Original article (in German)
- Press release (in German)
- Download study (in German)

29 February 2012

User environment driving technology

IMG_1469-500x375

Sierra Wireless’ new USB cellular modems show how user-centred design can help differentiate products in a commoditised market.

Matt Plested of Alloy, the agency which helped Sierra design the products, explained to Mex how they explored user environments for USB modems to better understand customer needs.

Read article

24 February 2012

Youth and Digital Media: From Credibility to Information Quality – New Report from the Berkman Center

youthmedia

The Berkman Center for Internet & Society at Harvard University published a substantial new report from the Youth and Media project: “Youth and Digital Media: From Credibility to Information Quality” by Urs Gasser, Sandra Cortesi, Momin Malik, & Ashley Lee.

Building upon a process- and context-oriented information quality framework, this paper seeks to map and explore what we know about the ways in which young users of age 18 and under search for information online, how they evaluate information, and how their related practices of content creation, levels of new literacies, general digital media usage, and social patterns affect these activities.

A review of selected literature at the intersection of digital media, youth, and information quality—primarily works from library and information science, sociology, education, and selected ethnographic studies—reveals patterns in youth’s information-seeking behavior, but also highlights the importance of contextual and demographic factors both for search and evaluation.

Looking at the phenomenon from an information-learning and educational perspective, the literature shows that youth develop competencies for personal goals that sometimes do not transfer to school, and are sometimes not appropriate for school. Thus far, educational initiatives to educate youth about search, evaluation, or creation have depended greatly on the local circumstances for their success or failure.

Key Findings:
1. Search shapes the quality of information that youth experience online.
2. Youth use cues and heuristics to evaluate quality, especially visual and interactive elements.
3. Content creation and dissemination foster digital fluencies that can feed back into search and evaluation behaviors.
4. Information skills acquired through personal and social activities can benefit learning in the academic context.

To access the full report (150 pages) and additional material, please visit: http://youthandmedia.org/infoquality

3 February 2012

Ethnography of mobile phone use in remote Mexican village

mobilehci2011

Tricia Wang of UCSD’s Department of Sociology and Barry Brown of the Mobile Life VINN Excellence Center Stockholm presented the paper “Ethnography of the telephone: Changing uses of communication technology in village life” at MobileHCI 2011.

Abstract

While mobile HCI has encompassed a range of devices and systems, telephone calls on cellphones remain the most prevalent contemporary form of mobile technology use. In this paper we document ethnographic work studying a remote Mexican village’s use of cellphones alongside conventional phones, shared phones and the Internet. While few homes in the village we studied have running water, many children have iPods and the Internet cafe in the closest town is heavily used to access YouTube, Wikipedia, and MSN messenger. Alongside cost, the Internet fits into the communication patterns and daily routines in a way that cellphones do not. We document the variety of communication strategies that balance cost, availability and complexity. Instead of finding that new technologies replace old, we find that different technologies co-exist, with fixed telephones co-existing with instant message, cellphones and shared community phones. The paper concludes by discussing how we can study mobile technology and design for settings defined by cost and infrastructure availability.

Download paper (alternate link)

(via MobileActive)

13 January 2012

Jan Chipchase gets asked critical questions and responds

imperialist_tendencies

During the Pop!Tech conference, well known design researcher Jan Chipchase gave a talk about his research work. In the panel session an audience member asked two questions relating to personal motivations of doing this kind of research and whether anyone has the moral right to extract knowledge from a community for corporate gain:

- What is it like working for BigCorps pillaging the intellect of people around the world for commercial gain?
- How do you sleep at night as the corporations you work for pump their worthless products into the world?

Read his answer

12 January 2012

Tapping social networks for design research recruiting, by Jan Chipchase

janchipchase

Jan Chipchase thinks that 80 to 90% of current recruiting for design research/ethnographic studies (excluding focus groups) that is currently placed through recruiting agencies could from a skill and work-flow perspective, be carried out in-house through a clever use of social networks.

“For researchers this means learning new skills: maintaining an online identity that is a suitable interface for potential recruits; knowing how to gauge reach through which social networking sites, running and iterating an ad-campaign; effectively screening and knowing how to turn leads into participants. Whilst it is relatively early days the effectiveness of the platform and the low barriers to entry will mean that the change will be rapid. You are the agents of this change.”

Read article

22 December 2011

Lego is for girls

lego_friends

In its new focus on products for girls, Lego is using quite a lot of ethnographic research:

“To develop Lego Friends, Knudstorp relaunched the same extensive field research—more cultural anthropology than focus groups—that the company conducted in 2005 and 2006 to restore its brand. It recruited top product designers and sales strategists from within the company, had them join forces with outside consultants, and dispatched them in small teams to shadow girls and interview their families over a period of months in Germany, Korea, the U.K., and the U.S.” [...]

Lego won’t say how much it spent on its anthropology, but research went on for months and shattered many of the assumptions that had led the company astray. You could say a worn-out sneaker saved Lego. “We asked an 11-year-old German boy, ‘what is your favorite possession?’ And he pointed to his shoes. But it wasn’t the brand of shoe that made them special,” says Holm, who heads up the Lego Concept Lab, its internal skunkworks. “When we asked him why these were so important to him, he showed us how they were worn on the side and bottom, and explained that his friends could tell from how they were worn down that he had mastered a certain style of riding, even a specific trick.”

The skate maneuvers had taken hours and hours to perfect, defying the consensus that modern kids don’t have the attention span to stick with painstaking challenges, especially during playtime. To compete with the plug-and-play quality of computer games, Lego had been dumbing down its building sets, aiming for faster “builds” and instant gratification. From the German skateboarder onward, Lego saw it had drawn the wrong lessons from computer games. Instead of focusing on their immediacy, the company now noticed how kids responded to the scoring, ranking, and levels of play—opportunities to demonstrate mastery. So while it didn’t take a genius or months of research to realize it might be a good idea to bring back the police station or fire engine that are at the heart of Lego’s most popular product line (Lego City), the “anthros” informed how the hook-and-ladder or motorcycle cop should be designed, packaged, and rolled out.”

Read article

22 December 2011

Design for the marginalised millions

reboot-china

Reboot, a service design firm working in the fields of governance and international development, recently spent time with three marginalized groups in China — the rural poor, ethnic minorities, and migrant workers — to research the impacts of three decades of disruptive change, and to design new services to improve their livelihoods.

Their task was to make sure that the coming mobile banking revolution — unlike too many other revolutions — is inclusive and accessible for everyone, and especially the disenfranchised populations who could stand to benefit the most.

As they work through their findings, they’ve found three key principles that will help make sure this happens:
1. Design for Trust
2. Design for Stability
3. Design for All

Read article

7 December 2011

Homesense final report

Homesense
Homesense was a research project that looked at how we might design smart homes from the bottom up, in an environment of open innovation.

Using open source tools Homesense brings the open collaboration methods of online communities to physical infrastructures in the home.

“The Homesense project was an open research project around the topic of bottom-up smart homes initiated by Tinker London. In mid-2009, founder Alexandra Deschamps-Sonsino wrote a blog post highlighting what the opportunities were for a large-scale open source interrogation of the “smart home” concept. Often explored in closed R&D environments, it was possible to think of the results being more relevant and accurate if the participants could build their own solutions to their problems rather than operating under the assumption that most people would accept top-down design. An existing relationship with EDF R&D via Arduino workshops led to a sponsorship from EDF R&D for 50% of the projectʼs value (£58K or so at the time). Partners in the project also included two PhD students from the HighWire group at Lancaster University, Natasha Carolan and Richard Wood who helped design the packaging for the tools available to users in this experiment. The project was eventually wrapped in mid-2011 and technical tools featured at the New York Museum of Modern Artʼs exhibition on smart objects: Talk to Me.”

After almost 2 years, here is finally the final report outlining all the work & findings.

View/download report

20 November 2011

On Culture and Interaction Design: an interview with Genevieve Bell

Genevieve Bell
Recently Dianna Miller had a chance to talk to Genevieve Bell, anthropologist and researcher, and the director of Intel Corporation’s Interaction and Experience Research. Genevieve Bell will be one of the keynote speakers at Interaction 12.

Dianna talked with her about social research, myths, design research and several other interesting subjects.

DM: What new skills and knowledge should interaction designers who’ve been focused on screen-based projects be developing now to design for smart objects and environments?

GB: I think there is a lot to be gained for reading the work in material culture from neo-Marxism through the Manchester School and the various American reinterpretations of cultural studies. There is much to be gained from the theoretical perspectives that have been rehearsed in that body of work. I think we need to continue to privilege thinking holistically. Even if you are not designing for the whole system or the whole environment, I suspect you need to understand it. For me, that means we also need to attend to ideas of power, both social and political, as it has much to do with these news spaces we find ourselves exploring.”

Dianna Miller is professor and program coordinator for the Service Design BFA/MFA program at Savannah College of Art & Design. She has twenty years experience as an interaction designer, user researcher, project manager, and content strategist. In 2003, she completed studies at Interaction Design Institute Ivrea.

Read interview

10 November 2011

Sciences of human understanding

Sciences of human understanding
Dirk Knemeyer has published a call to rely on foundational science(s) to better understand users.

“The preponderance of research and publications on user studies deal more with principals and practices of the discipline and less with understanding the users themselves, much less in a deep, multi-disciplinary scientific way.

The future of design will belong to those who are able to untangle what people do and why, even those who can predict and understand – using a scientific basis – what people are likely to respond to and why and how, as opposed to simply making gut decisions.”

Read article

5 November 2011

Intel using soft sciences to help predict the future

 
Larry Dignan discusses – in a conversation with David Ginsberg, director of insights and market research at Intel, and Tony Salvador, senior principle engineer of the Experience Insight Lab at the company – how Intel is boning up on its soft sciences to divine what drives customers to buy a certain device and what characteristics matter.

Ginsberg was a Clinton/Kerry campaign manager and a researcher at Penn Schoen. Salvador was the first ethnographer to join Intel.

The combination of demographics with social, neurological and market research gives Intel insights into product design as well as customer targeting.

Read article

26 October 2011

Energy consumption in the home

Energy consumption in the home
The Danish Alexandra Institute (see also previous post) published in 2009 an anthropological user study of needs, motivations and barriers in relation to energy consumption in the home.

It was part of the MCHA project (Minimum Configuration – Home Automation) that focused on IT solutions that help to optimise and reduce energy consumption in homes.

“This guide is a presentation of the results of a qualitative user study of patterns in user needs, motivations and barriers in relation to energy consumption and willingness to change consumption behaviour. The objective is to develop an energy control unit for the home which will help users to understand and control their energy consumption and ultimately encourage them to change consumption habits.

The guide contains a presentation of the MchA project, a project funded by the Danish Enterprise and Construction Agency, and the user involvement methods applied during the project. A result of the user study is for example the definition of four ‘user profiles’ and 11 relevant themes that are interrelated. In this guide we have decided to refer to these themes as ‘user voices’ because they express the different motivations, needs and barries that are at play in a more or less conscious inner dialogue in the users before he or she takes action. These motivations and barriers open a window of opportunity for an energy control unit. At the back of each user voice card, you will find details and recommendations for an energy control unit.

The recommendations are not exhaustive, and the intention is that different readers should contribute additional opportunities, depending on the context in which the cards are used.

The guide can be read from one end to the other. It can also be used as an easy-to-read tool that provides an insight into relevant themes in the users’ consumption behaviours. The guide is meant as an inspiration on how to respond to several user voices and user profiles at the same time and thus reflect on how these different and often conflicting user voices influence consumption behaviours in the home.”

Download guide

20 October 2011

Google’s ethnographic studies on device use

Matias Duarte
In a long interview, Matias Duarte, Android’s head of user experience, explains how Google conducted deep user ethnographic studies to understand how people were using their smartphones and other devices.

What is the soul of the new machine?

This isn’t a design or product question. It’s a philosophical question. What is this thing? What is it supposed to do? How will it do it? How do we get there? [...]

This question sparked deep user studies at Google on mobile phone use, what Matias described as “Serious baseline ethnographic research which hadn’t happened before.” He tells me that the company spent a great deal of time and effort watching how and why regular people used their smartphones. Not just Android phones, but all smartphones. The company even had employees “shadow” users, visiting them at their homes and workplaces to watch how they interacted with their devices. Matias wouldn’t share numbers, but intimated that the study was a significant undertaking.

“A lot of what we found confirmed what I thought for years. At Danger, we had this idea that smartphones were not for a certain kind of person. They were for everyone. Smartphones were the way phones were supposed to be.”

“What we heard from everyone we talked to in the study was that they love these things [smartphones], they are a part of their lives. They’re incredibly passionate about them. They can’t live without them. That was awesome. But we also heard a lot of things we didn’t like to hear.”

“With Android, people were not responding emotionally, they weren’t forming emotional relationships with the product. They needed it, but they didn’t necessarily love it.”

Matias says that the studies showed that users felt empowered by their devices, but often found Android phones overly complex. That they needed to invest more time in learning the phones, more time in becoming an expert. The phones also made users feel more aware of their limitations — they knew there was more they could do with the device, but couldn’t figure out how to unlock that power.

Read interview

(summary article)

20 October 2011

Metamemory and the user experience

Metamemory
When people expect to be able to access information in the future, they tend to have reduced memory for the actual information, but enhanced memory for where to find the information. A feature article on UX Magazine:

“Researchers found that when we expect to be able to access information in the future, we tend to have reduced memory for the actual information, but enhanced memory for where to find the information.

Thus, while we do measurably worse at remembering that the capital of Vermont is Montpellier, we apparently remember with greater accuracy, where on the bookshelf the atlas is located.

These findings suggest that making sites memorable as the repository of information may be the key to gaining return visitors.”

Read article

12 October 2011

The birth (and death) of market research: why design research will prevail

Haptica
The market research industry is built for the 20th Century mass production model, which is rapidly disappearing, argues Sam Ladner. The “mass audience” is gone and a fragmented diverse populace has taken its place. This new “audience” defies the easy aggregation of summary statistics on which market research so often relies.

“Market researchers may argue that with proper segmentation, you can understand every niche within the long tail. This may be true, but to truly understand the diversity between people, your task is not simply to “summarize” the audience, but to delve deeply into the dynamics of what makes them different.

This is why design research is a better fit for today’s long-tail economic model. Context matters. Design research is all about understanding the context because it is rooted in qualitative methodologies, and ethnography in particular. Designers solve contextual problems.”

Read article

12 October 2011

Audio interview with design anthropologist Dori Tunstall

Dori Tunstall
Debbie Millman of DesignObserver.com interviewed design anthropologist Dori Tunstall on the insights that anthropology brings to consumerism and branding, and about the powers of transformation in design and designers.

“Dori Tunstall is a Design Anthropologist, meaning she tries to understand how the processes and artifacts of design help define what it mean to be human. Design Anthropology argues that by taking into account how others see and experience the world differently, products and services can be designed that work with people and nature rather than disrupt them.

Dori is an Associate Professor of Design Anthropology at Swinburne University in Melbourne, Australia as well as Associate Dean of Learning and Teaching in the Faculty of Design.”

Listen to audio

4 October 2011

Investigating the experience of love for products

Love stories
Shoes, cars and other love stories: Investigating the experience of love for products is the title of the doctoral dissertation (and a book!) by Beatriz Russo Rodrigues (Brazil) at the Technical University of Delft in The Netherlands.

“People often say they love a product. What do they really mean when they say this, and is this a phenomenon that is relevant to the field of design? Findings from a preliminary study in this thesis indicated that people describe their love as a rewarding, long-term, and dynamic experience that arises from a meaningful relationship built with products they own and use. Inspired by existing approaches to the experience of love from social psychology, research tools are developed for the closer study of person-product love. Using those tools the research in this thesis investigates how person-product interactions are linked to the experience of love and how these influence love over time. The findings reveal how the experience of love arises from person-product relationships, how love relationships develop over time, and which factors can provoke change in the love experience and love relationships over time. These findings present opportunities for design researchers and designers to foster rewarding experiences and long-lasting person-product relationships. Person-product love relationships can bring emotional rewards that benefit people’s wellbeing and stimulate sustained efforts to keep loved products for longer.”

Download thesis

(via InfoDesign)