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Methods for Design Kristina Höök
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Growing knowledge Computers The normal user Several users Organisations Users are different Tools CSCW Fun!
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Waves of HCI 1 One user – one computer: cognitivism 2 Connected computers – connected people, CSCW: organisational theory, ethnography, sociology, participatory design 3 Computers everywhere – leisure, fun, mixed work and free time: arts, pragmatics, critical media theory
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Usability? Usability traditionally focuses on goals such as effectiveness, efficiency, safety, utility, learnability, and memorability Affective interaction focus on user experience goals – subjective qualities such as being fun, rewarding, motivating, satisfying, enjoyable, and helpful How do we design for user experiences – and make sure that it works?
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Agneta & Frida Interpret the users’ emotions – but what is their experience? Höök et al. 1999
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Interpret the users’ emotions – but what is their experience? A subject smiled 7.5 times in 10 minutes, spent 36 minutes (9 minutes above average), but rated Agneta & Frida 3 on a grades scale. Another subject only smiled 1.74 times in 10 minutes, spent 17 minutes (10 minutes below average), but rated Agneta & Frida 7 on a 7-graded scale.
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Two problems ‘Third wave HCI –methods for evaluation of experiences? ‘In the wild’-methods
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Methods Fantastic product! Design Interpretation Design study In the Wild! Brainstorming Persona Bodystorming Early testing: staged lived experiences Wizard of Oz Cultural probes Technical probes Tiny fingers Experience clip (self-evaluation) Ethnography In Situ Informants Sensual Evaluation Instrument
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Persona Sandra is a confident 29 year old woman who likes to spend time with her friends and family. She works as a trainee at a city planning office in Stockholm. Sandra does not care about how things work technically, but she likes new cool technological features and she is very happy with her new mobile phone that has a camera and MMS functionality. Persona and anti-persona Cooper 1999
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Ethnography (quick and dirty) Åsa Rudström
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Cultural probes 12 informants Elderly Teenagers Dance teachers Lessons learnt About yesterday, today, tomorrow About someone/something Brooding, shedding, take the lid off Gaver et al. 1999
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Bodystorming Oulasvirta et al.
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Transfer scenarios Ljungblad Holmquist 2007
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Tiny fingers All in ONE DAY! Rettig 1994
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Wizard of Oz Dahlbäck, 1993, Höök, Paiva et al.
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Experience clip (self evaluation) Isomursu 2004
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Sensual Evaluation Instrument (SEI) Isbister et al. 2007
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In Situ Informants Sundström, Ståhl, Höök, 2007 To subjects To partner
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Example: Affective Diary
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Affective Diary 1. Collecting memories – including body memorabilia mingled with mobile materials (SMS, MMS, photographs, music listened to, video, …) 2. Offering a diary medium in which those memories can be mirrored and organised 3. Empowering the user to create meaning and alter those representations
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Cultural probe 12 informants Elderly Teenagers Dance teachers Lessons learnt About yesterday, today, tomorrow About someone/something Brooding, shedding, take the lid off
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Sketching
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Carrying sensors
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Methods Fantastic product! Design Interpretation Design study In the Wild! Brainstorming Persona Bodystorming Early testing: staged lived experiences Wizard of Oz Cultural probes Technical probes Tiny fingers Experience clip (self-evaluation) Ethnography In Situ Informants Sensual Evaluation Instrument
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Additional problems User experience includes payment model User experience depends on infrastructure (reliability, robustness, functionality,..) We cannot create for all sorts of applications because they depend on the financial situation in the country/culture…
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Designing Google Maps Where is the UX? Scott Jensen, Google
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iPhone: vertical integration?
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Usage of services on Internet 2003 (source: Ericsson AB) Great Britain France Germany Italy Spain Sweden China Japan Brazil USA 0,0 0,2 0,4 0,6 0,8 1,0 1,2 012345 Average of no. of services interested in Average of no. of services used Dynamic marketsTangible markets Stagnant marketsIntangible markets
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Usage of advanced mobile services (source: Ericsson AB) Average of no. of services interested in 0,0 0,2 0,4 0,6 0,8 1,0 1,2 1,4 0246810 Average of no. of services used Sweden Great Britain Germany France Italy Spain Brazil Japan China USA Dynamic marketTangible market Stagnant marketIntangible market
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Mobile 2020 competitions Mobile 2020 What will the mobile phone look like in the year 2020? Winner gets 6 month employment to work with their design idea Utopian/Dystopian Mobile Life in year 2020 Short story competition Winner gets small monetary prize www.mobile- life.org/mobile2020/
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