Creating Methods - examples, inspiration and a push to dare!

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1 Creating Methods - examples, inspiration and a push to dare! Lecture in Design Methodology Eva Eriksson IDC Interaction Design Collegium Department of Computer Science and Engineering Chalmers University of Technology eva.eriksson@chalmers.se

2 Why create new methods? Design work is an unstructured process, since there from the beginning is no welldefined problem, the solutions and the problems are rather developed hand-inhand (Schön, 1983).

3 .that is why design methods have to be developed or transformed in every new design process, to every new design team.

4 Teaching design methods.. demonstrate how you yourself design. (Jones p. xxiv)

5 The experimental design methods presented here are suggestions for means on how to gather information in different design spaces. These methods must be seen as complements to existing methods, but as they have proven helpful in several projects, they could perhaps serve as inspiration to other designers.

6 Examples Working with children Mission from Mars The interactive childrens library Increase contextualisation Bthere

7 Sources: Bthere or be Square: A Method for Extreme Contextualization of Design. Mission from Mars: a method for exploring user requirements for children in a narrative space Inquiry into Libraries - A Design Approach to Children's Interactive Library. StorySurfer - A Playful Book Browsing Installation for Childrens Libraries. bibphone: adding sound to the children's library

8 Mission from Mars - A Method for Exploring User Requirements for Children in a Narrative Space Eva Eriksson Center for Interactive Spaces, ISIS Katrinebjerg, University of Aarhus eva.eriksson@chalmers.se ISIS Katrinebjerg i n t e r a c t i v e s p a c e s. n e t 1 Eva Eriksson, eva.eriksson@chalmers.se

9 mission to Mars Gathering specific user requirements by establishing a shared narrative space A supplement to existing methods for gathering user requirements A glimps into the everyday life of school children ISIS Katrinebjerg i n t e r a c t i v e s p a c e s. n e t 2 Eva Eriksson, eva.eriksson@chalmers.se

10 background Interactive Spaces The ischool project, to develop software infrastructures and spatial concepts for interactive school environments ebag, a software system to handle the electronic school material Each pupils digital counterpart to the physical schoolbag ISIS Katrinebjerg i n t e r a c t i v e s p a c e s. n e t 3 Eva Eriksson, eva.eriksson@chalmers.se

11 Initial ebag ISIS Katrinebjerg i n t e r a c t i v e s p a c e s. n e t 4 Eva Eriksson, eva.eriksson@chalmers.se

12 goals The everyday life The context Social relations among the children Social relations in the context The physical schoolbag Personalization and customization of the context and personal objects Attitude to sorting and order ISIS Katrinebjerg i n t e r a c t i v e s p a c e s. n e t 5 Eva Eriksson, eva.eriksson@chalmers.se

13 setup 7 children aged 10-11, chosen by the teacher 5 members of the design team Establishing the narrative Preparing for the encounter with the Martian Encountering with the Martian ISIS Katrinebjerg i n t e r a c t i v e s p a c e s. n e t 6 Eva Eriksson, eva.eriksson@chalmers.se

14 establishing the narrative Find common ground Pathfinder Establish story in which the pupils could take part to accomplish the stated mission Story illustrated by computer renderings Martians contacts our research center Video and speech connection ISIS Katrinebjerg i n t e r a c t i v e s p a c e s. n e t 7 Eva Eriksson, eva.eriksson@chalmers.se

15 story ISIS Katrinebjerg interactivespaces.net 8 Eva Eriksson, eva.eriksson@chalmers.se

16 decode Font: Arial Symbol - Arial The pupils translated The shared narrative space was created as the story evolved ISIS Katrinebjerg i n t e r a c t i v e s p a c e s. n e t 9 Eva Eriksson, eva.eriksson@chalmers.se

17 decode ISIS Katrinebjerg i n t e r a c t i v e s p a c e s. n e t 10 Eva Eriksson, eva.eriksson@chalmers.se

18 preparation Three distributed groups Prepare presentation with facilitator Transmission connection during short time Prepare for that the Martian might not understand what the items are ISIS Katrinebjerg i n t e r a c t i v e s p a c e s. n e t 11 Eva Eriksson, eva.eriksson@chalmers.se

19 preperation ISIS Katrinebjerg interactivespaces.net 12 Eva Eriksson,

20 encountering with the Martian The broadcast setup Martian: TV-monitor, loudspeakers, microphone, tin can Children: DV camera, loudspeakers and microphone Real-time audio translator ISIS Katrinebjerg i n t e r a c t i v e s p a c e s. n e t 13 Eva Eriksson, eva.eriksson@chalmers.se

21 setup ISIS Katrinebjerg interactivespaces.net 14 Eva Eriksson,

22 video Mission from Mars ISIS Katrinebjerg i n t e r a c t i v e s p a c e s. n e t 15 Eva Eriksson, eva.eriksson@chalmers.se

23 results School Private Relations ISIS Katrinebjerg i n t e r a c t i v e s p a c e s. n e t 16 Eva Eriksson, eva.eriksson@chalmers.se

24 results ISIS Katrinebjerg i n t e r a c t i v e s p a c e s. n e t 17 Eva Eriksson, eva.eriksson@chalmers.se

25 landing the requirements for ebag Personalization Personal look and ringtones Structure Difficult to formulate a general structure Boys and girls Sink to the bottom Sociality Share materials and engage joint activities Personalization ISIS Katrinebjerg i n t e r a c t i v e s p a c e s. n e t 18 Eva Eriksson, eva.eriksson@chalmers.se

26 ebag ISIS Katrinebjerg i n t e r a c t i v e s p a c e s. n e t 19 Eva Eriksson, eva.eriksson@chalmers.se

27 evaluation Age Levelling the playground Exposed to a new situation, a safe space Spatial distributed setup Unknown spaces keep focus and interest The representation of the Martian Imaginativespace Meet with the children in the game Cooperate towards a common goal ISIS Katrinebjerg i n t e r a c t i v e s p a c e s. n e t 20 Eva Eriksson, eva.eriksson@chalmers.se

28 over and out ISIS Katrinebjerg i n t e r a c t i v e s p a c e s. n e t 21 Eva Eriksson, eva.eriksson@chalmers.se

29 Interaction Design and Libraries Eva Eriksson IDC Interaction Design Collegium Department of Computer Science and Engineering CHALMERS University of Technology and Göteborg University

30 The Interactive Children s Library Project team: industry, libraries and research institutions Goal: increase interest for the library and reading visualise information and the use of new technology Method: observations, field studies, video sessions, drawing sessions, brainstorming, sketching, Wizard of Oz, bodystorming, prototyping, user testing IDC Interaction Design Collegium Department of Computer Science and Engineering CHALMERS University of Technology and Göteborg University

31 The Interactive Children s Libraries Background - new agenda for the children s library - networked services change the use of the library - taking physical aspects serious - use what is already in the library

32 The Interactive Children s Library IDC Interaction Design Collegium Department of Computer Science and Engineering CHALMERS University of Technology and Göteborg University

33 The Interactive Children s Library IDC Interaction Design Collegium Department of Computer Science and Engineering CHALMERS University of Technology and Göteborg University

34 StorySurfer A Playful Book Browsing Installation for Children s Libraries Workshop brainstorming sessions - based on findings from children s libraries - mixing industry, research and libraries - creating a common understanding through sketches

35 The Interactive Children s Library Children.. do not search for books do not prefer shelfs or the back of books find it hard to separate the books can not find a physical place for them like pictures and covers of books find new technology natural IDC Interaction Design Collegium Department of Computer Science and Engineering CHALMERS University of Technology and Göteborg University

36 StorySurfer A Playful Book Browsing Installation for Children s Libraries Concept sketching - sketches as inspirational boundary objects - sketches for internal and external communication - sketching the intended interaction

37 Designideas IDC Interaction Design Collegium Department of Computer Science and Engineering CHALMERS University of Technology and Göteborg University

38 Designideas IDC Interaction Design Collegium Department of Computer Science and Engineering CHALMERS University of Technology and Göteborg University

39 Designideas IDC Interaction Design Collegium Department of Computer Science and Engineering CHALMERS University of Technology and Göteborg University

40 Designideas IDC Interaction Design Collegium Department of Computer Science and Engineering CHALMERS University of Technology and Göteborg University

41 Designideas IDC Interaction Design Collegium Department of Computer Science and Engineering CHALMERS University of Technology and Göteborg University

42 Design ideas IDC Interaction Design Collegium Department of Computer Science and Engineering CHALMERS University of Technology and Göteborg University

43 BibBox IDC Interaction Design Collegium Department of Computer Science and Engineering CHALMERS University of Technology and Göteborg University

44 Design ideas Rating IDC Interaction Design Collegium Department of Computer Science and Engineering CHALMERS University of Technology and Göteborg University

45 Design ideas Slider IDC Interaction Design Collegium Department of Computer Science and Engineering CHALMERS University of Technology and Göteborg University

46 The Interactive Children s Library IDC Interaction Design Collegium Department of Computer Science and Engineering CHALMERS University of Technology and Göteborg University

47 StorySurfer A Playful Book Browsing Installation for Children s Libraries Wizard of oz tests - testing the concept of cubesearch - problems relating horizontal plane to vertical surface

48 StorySurfer A Playful Book Browsing Installation for Children s Libraries Design iterations - dividing the search activity into two parts - relating the physical design to the body engaged in the activity - creating a direct visual connection between floor and table -multi-useraspectsand sharing

49 StorySurfer A Playful Book Browsing Installation for Children s Libraries -A visual and physical way to search for books in the children s library

50 StorySurfer A Playful Book Browsing Installation for Children s Libraries StorySurfer setup - Support several users - Support visual and physical aspects - Support playfulness

51 StorySurfer A Playful Book Browsing Installation for Children s Libraries

52 StorySurfer A Playful Book Browsing Installation for Children s Libraries Interacting with storysurfer - buttons representing a keyword - pool of book covers relating to keyword - overlaps between pools create boolean sets horror and love - each user is followed by a looking glass cursor

53 StorySurfer A Playful Book Browsing Installation for Children s Libraries Interacting with storysurfer - cursor expands book covers - selection is triggered by a timer - book cover is animated to the table

54 StorySurfer A Playful Book Browsing Installation for Children s Libraries Interacting with storysurfer - books arrive from the floor - four users can interact simultaneously - books can be explored deeper

55 StorySurfer A Playful Book Browsing Installation for Children s Libraries Interacting with storysurfer - books of interest can be printed - a paper reciept directs the user to the physical location of the book - video

56 StorySurfer A Playful Book Browsing Installation for Children s Libraries Findings and observations - tested over two periods of 3 weeks - common ground for children and parents

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58 Bthere or be Square - A Method for Extreme Contextualization of Design Eva Eriksson IDC Interaction Design Collegium Department of Computer Science and Engineering Chalmers University of Technology eva.eriksson@chalmers.se

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62 Workshop method for student designers Aiming to increase the context awareness among designers Based on the methodology from contextual and participatory design Method for dividing the context in different layers, observed from different perspectives Reveals hidden structures in the inhabitant s everyday life and environment Full scale context and user study as background for brainstorming and design choices

63 The aim was to accomplish an expanded notion and awareness of some of the aspects of the city environment that are invisible or unnoticeable. We claim that the Bthere method increases awareness of a richer full scale context, and points to an alternative approach to user involvement in the design process.

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65 The goal of the design phase is to develop ideas that make a significant change to how the site will be perceived in the future, or how life is lived on the site. The collected data will be used to create new technological designs in both the digital, social and physical world.

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77 The final task was to come up with ideas on how to increase the private, public or commercial space within the context, and use the experiences from prior data gathering and analysis phases as a base.

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83 The map stores the layers of information, but also information about what was most relevant or inspirational for the ideas. The designers were asked to link the different data they had used in their ideas with a physical thread, so that one would get a visible proof of both the information but also the location of it. There were interestingly two needles that had been used in almost all the projects, and they were an advertisement board and the culture of illegal posters, both located very centrally on the square.

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86 2004_Bthere.avi

87 The results were of different quality, but they all had in common that they were pioneering to both the context and to the designers themselves. The sketches and discussions showed that the designers had expanded their view of the city, that they had learned something from observing reality by using different perceptions. During the day their arguments got stronger and stronger, and the designers learnt to discuss and to analyze aspects in a way they had not done before.

88 To be in the context during the entire design process gives the positive outcome that things that were overlooked or forgotten will be updated, and you will always have the power users at hand to study, ask questions to or perform tests with. The attitude of the future users for the new design grows more positive as their involvement in the design process increases.

89 Bthere or be Square: a Method for Extreme Contextualisation of Design ERIKSSON, E.; LYKKE-OLESEN, A.; LUDVIGSEN, M. & NIELSEN, R. (2006) DSR2006, Wonderground, Lissabon Website:

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